[Plugin] UVTools v0.1
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I would love to be able to UV-map textures like in this example, to go around (smooth)corners:
(Do mind that a displacement map was added.)
'wrap around' mapping?: -
That lead flashing must have been rather tricky to fit!!
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@kwistenbiebel said:
I would love to be able to UV-map textures like in this example, to go around (smooth)corners:
(Do mind that a displacement map was added.)
'wrap around' mapping?:You can already do this to a limited degree in SU by positioning a texture using the right-click context menu. Then, sample that texture with the ink-dropper prior to painting on an adjacent face. The UV mapping will then be continuous around the edge.
The sample image you posted can already be done in SU. I am sure of it. I will try to recreate a similar scene using displacement mapping with only SU and Indigo to test my theory.
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Oh cool!
You weren't referring to the projected method are you?
...but to the method to texture a cilinder, right? (as in the video tuorials that once were on the official SU site). -
Like, turning on "hidden geometry", then sample the texture, and paint it on the faces that have appeared due to turning on "hidden geo"?
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If you smooth the corners (bevel) and apply that awesome arroway texture, would it not work?
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Maybe. Another way, I guess, might be drawing vertical lines between the corner (which would have to be, errrr, "arc-ular" )and the walls it connects. Then use cylindrical mapping on the "corner part". You'd have to sample the texture from the "corner" part prior to painting it to the rest of the walls, I think, as Whaat's plugin seems to mess alittle with the scale of the textures. Hope this makes sense.
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I do not have the right texture, however the one I used should do, I used standard SU mapping (not projected) and got the following result.
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Looks good. Another problem solved.
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Thanks my friends.
So the easiest texturing tool of all takes care of this. Sometimes Sketchup surprises me -
Here's the test I promised.
I only used the built-in SU texture tools as I described in previous post.
Rendered in Indigo 1.1.5 using displacement mapping. Current beta version of SkIndigo may not produce this same result. (This is my unreleased working version)
One extra step that I had to do to keep the edge from 'ripping' apart with the displacement mapping was to 'soften' the edges first in SU.
EDIT: I also should point out that I did not bevel or round the edges at all to get this result.
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Cool. The "soften" thing's a good tip! Thanks.
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I used Vue 6 xsream for the above, I export as .avi and use corel animation suite to create the .gif and optimise.
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What are you using to make the animated gif, Pete?
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Cool texturing, Pete, though I think (if the image is tilable) you should scale it down by 2 or 4 or something. With so big craters it suggests that so big bombing of meteorites happened here that your moon would've exploded already
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Yes, it looks more like Phobos
http://blog.wired.com/wiredscience/2008/04/phobos-up-close.html
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AS far as the stonework on the corner goes, my first thought was that as long as the walls are vertical, there ought to be no problem simply wrapping the texture around the corner using SU's "old" mapping tools. It's basically exactly the same as wrapping a label around a wine bottle...something that's been possible since (I think) V4.
Dale's little experiment seems to bear this out. -
It still remains difficult to get a texture wrapped around an object in a lot of cases.
Even though I was able to remake Whaats example, on other, more subdivided structures, it is not that easy.I had to give up on this one:
SU screen:
Indigo:
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