[Req] Texture Corrector.... PLEASE
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hey thanx for the quick response
the most ive work with rubie before is opening the consol wondering: "what the hell is that for" then closing the thing...
so i opened my model, isolated a leaf, pasted ur code in there... now what?
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I'll have to do some digging on this.
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thanx cant wait for this one
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is this difficult rubie to make?
as a matter of interest Vray's SR1 clipmaps dont translate to reverse face of geometry that has transparency assigned to it... so this rubie will be more considerable more handy than just something some guy wants... xfrog, evermotion, and onyx trees all use transparency maps on leaves (not as many with the evermotion stuff but thats too hi-poly anyway)
peace
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I'm interested in this ruby as well. And there's an army of people over at the AsgVIS forum that need this utility.
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I'd even be willing to pay for this ruby.
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SketchUp does some weird stuff when it comes to backfaces. If you have a face where you apply a transparent texture on the front it automatically mirrors on the back if the backface has the default material. If you stretch and distort the texture on the front it updates the back. But if you apply a backface material, and you break that link. After removing the backface material to default, SU doesn't reset the mapping co-ordinates. Not until you make a change to the front side again, then it synchronizes again.
So maybe an alternate method would be for the script to reset the backface material to default and "touch" the front material forcing SU to update the backface.
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I would also see this rubie happen. A lot of times i get a tree fro mxfrog and the textures of the face is correct on the one side but all messed up on the other side. It makes it difficult to present to clients if you dont want to render it (because rendering fix the problem) and present it in raw sketchup.
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is this a difficult script to write???
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seriously NOTHING????!!!!!
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Hi,
It can be done for a flat object as a leave. I will have to do this exercise for FrontFace ruby, so will try to cook something simultaneously.
Tomasz -
Excellent!
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@rickw said:
With one or more faces selected, try this in the ruby console:
Sketchup.active_model.selection.each{|e| e.back_material=e.material if e.typename=="Face"}
I suggest you start with 1 or 2 faces to see if it works as expected, since I don't have one of your models to test. If that works for you, let me know and I'll "put some skin on the bones".
How do i use this script? And does this script solves this issue?
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Unfortunately, it doesn't solve the problem. There's a lot more complexity to it than I first thought. That's why there isn't a solution posted yet...
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Rick, this is essential plugin!!!
because every 3d trees sw produce geometry like free agent say... -
Any news on this?
Will pay money for it.
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bump...
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I tried having a go at this myself. But I can't work out how the API's related to textures work. I'm thinking this isn't the best challenge for a first ruby...
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I dont know if this is of any use - a ruby I call via the ruby console with load "<filename>"
after selecting the faces I want to work on.What it does is set the front face (of selected faces) to have the same material and texture mapping as the back face. It worked for me with a particular problem I had in which an imported image I exploded and did a pushpull - the top face didnt show the texture map - it was on the other side ie back face.
Reapplying the material didn't do the trick as the image had been scaled on import. For your situation
the code will need to changed ieget_back_UVQ to get_front_UVQ
ent.material = ent.back_material to ent.back_material = ent.materialmodel = Sketchup.active_model tw = Sketchup.create_texture_writer model.selection.each { | ent | case ent.typename when "Face" then # sets front material and mapping as back material ent.material = ent.back_material uvHelp = ent.get_UVHelper(true, true, tw) pt_array = [] numint = (ent.outer_loop.vertices.length / 4).floor vert = ent.outer_loop.vertices[numint-1] uvq = uvHelp.get_back_UVQ(vert.position) pt_array.push(vert.position,uvq) vert = ent.outer_loop.vertices[(numint*2) - 1] uvq = uvHelp.get_back_UVQ(vert.position) pt_array.push(vert.position,uvq) vert = ent.outer_loop.vertices[(numint*3) - 1] uvq = uvHelp.get_back_UVQ(vert.position) pt_array.push(vert.position,uvq) vert = ent.outer_loop.vertices[(numint*4) - 1] uvq = uvHelp.get_back_UVQ(vert.position) pt_array.push(vert.position,uvq) ent.position_material ent.material, pt_array , true # Set front coords end }
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