[Req] Texture Corrector.... PLEASE
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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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beautiful bill! excellent work!
I tested your code ... work work work ... so I am very happy ...I have done tests with the attachment of free agent: texture to fix- and with some of my models of plants and point out these problems:
1] Unfortunately, the code works perfectly from the face below the one above [ent.material = ent.back_material]
2] I proceeded to change the code, of course, follow your footsteps,
"get_back_UVQ to get_front_UVQ
ent.material = ent.back_material to ent.back_material = ent.material "the ruby turns ... no errors but no results ... boh!3] also on some files (small) I go in BUG Splat!
attack:
1] ruby with changes according to your advice
2] bill's ruby
3] some SKP trees
[1] ruby with changes according to your advice](/uploads/imported_attachments/n75v_BILLW_011.rb)
[2] bill's ruby](/uploads/imported_attachments/1FRl_BILLW_010.rb)
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I did notice that if the faces have only tree points the ruby doesn't handle that. But I've not experienced any bugsplats.
I did run into bugsplat when I tried to transfer material from a face that didn't have an material applied. Solved that by adding a check.Just to make sure David, the problem you're experiencing is that you can transfer from back to front, but not from front to back? And some times you get bug plats? Does this happen with Bill's code or with mine? Both?
Does that faces have less then four corners?
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TomTom, the bug come only with BILLW_010.rb.
I test your ... don't splat but don't work
can you test with my plant?CIAO!!!
[3] some SKP trees](/uploads/imported_attachments/z05o_vivaio.zip)
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Didn't seem to have any problems. Attached is your model with the result.
vivaio.zipDid you click on "Frontface to Backface" or "Backface to Frontface"?
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sorry sorry sorry ... probably I click bkface to front ...
now work ....
i'm very happy
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