sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    Convert Texture to image back

    Scheduled Pinned Locked Moved SketchUp Discussions
    3 Posts 2 Posters 30 Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • O Offline
      optimaforever
      last edited by

      Hello all,
      Sometimes it's useful to be able to keep a bitmap visible when working inside groups/components. Like when you need to trace a path or a shape along a bitmap.

      This is possible with images (which is the expected behaviour) but sometimes I need to explode the image to be able to sample it (eyedropper) and paint it as projected texture.

      But once you explode the image, you need to take the textured mesh inside the group/component to be able to see it, as otherwise the texture will be rendered as shaded (uniform color).

      As a workaround, I usually duplicate the image and explode the first one to keep the image intact.

      But what I'd like is to be able to keep the textures visible even within groups/components.
      Here in the Model Info by instance:
      Capture d'écran 2024-06-29 190804.png

      Or, a script that converts the texture back to an image?

      Dave RD 1 Reply Last reply Reply Quote 0
      • Dave RD Offline
        Dave R @optimaforever
        last edited by

        @optimaforever what is the reason for exploding the image in the first place?

        Etaoin Shrdlu

        %

        (THERE'S NO PLACE LIKE)

        G28 X0.0 Y0.0 Z0.0

        M30

        %

        O 1 Reply Last reply Reply Quote 0
        • O Offline
          optimaforever @Dave R
          last edited by

          @Dave-R
          It's to be able to sample the texture to paint some geometry.

          Typically urbanism. I get landscape bitmap drawings that I need to scale to match the DWG.
          Then I need to explode the image to paint the mesh that I start to build with quadfacetool, vertextools and subD ( I use vertextools ability to keep the texture UV while editing the vertex).
          Sometimes I use Google Earth images too, and trace the roads first, then start building quads.

          Once I start moving the vertex, and break the planeity, the texture gets exploded and I use the source image to sample the texture scale and orientation ( by using the projected mode) and repaint the messed up geometry.

          When creating complex terrains, I group the parts to keep the subdiviions fast. And once a group is created, I can't see the source texture anymore so I can't trace upon it.

          When using DWG style vectorised drawings, there's no problem as the source remains visible when you're in a group (and the source drawing outside the group), but with bitmaps, you need it inside the group to be visible unless it's an image.

          So I'd like to be able to keep the visibility of a bitmap in all circumstances, wether inside or outside a group..

          Or, being able to sample an image and use it as a texture without having to explode it first.

          1 Reply Last reply Reply Quote 0
          • 1 / 1
          • First post
            Last post
          Buy SketchPlus
          Buy SUbD
          Buy WrapR
          Buy eBook
          Buy Modelur
          Buy Vertex Tools
          Buy SketchCuisine
          Buy FormFonts

          Advertisement