[Req] Texture Corrector.... PLEASE
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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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!!! Bill!
That's excellent!That's just what I needed. Do you mind if I publish a ruby with your code in it? There's a bunch of V-Ray users that sorely need this in order to be able to use X-Frog trees for rendering vegetation in models.
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Thomas,
Have you tested this code out? Does it work? (fingers crossed.....)
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Yes! I've tested it out after tweaking it to copy from front face to back face. Just got to make it work on nested groups/components and add menu item and we're gold.
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Thomthom
Feel free to parcel up the code.
Regards
Bill Wood
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Complete Ruby here: http://www.sketchucation.com/forums/scf/viewtopic.php?f=180&t=14684
So, from what I understand of the plugin, it takes the real world co-ordinates of four point and their UV mapping, which then is transferred directly to the other side? And it doesn't require the face to have four vertices because you sample four points out of the total points and that's enough to place the texture correct?
It looks much more simple now that I see the working code. But I couldn't make any sense out of the data I got from the UVHelper object.
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So, from what I understand of the plugin, it takes the real world co-ordinates of four point and their >>UV mapping, which then is transferred directly to the other side? And it doesn't require the face to >>have four vertices because you sample four points out of the total points and that's enough to place >>the texture correct?
Exactly how it works. However, I think it may fail with a face of only 3 vertices though. I didint check the UVHelper data - it just worked.
Bill Wood
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Yea. I didn't test it myself. Thought of it when I made the post. Might have to test that out and make some modification for triangle faces.
Once again Bill, thank you very much. I have 5 DVD sets of XFrog trees which was of no good due to the messed up backfaces.
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I just ran it one a tree where the leaf face was split into two triangles and the texture didn't turn out right. The entity info reports that the material is on the backface, but in the viewport it's just a clear transparent colour.
So I will have to made amendment for triangles. but the good thing is that it didn't bugsplat SU.
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