[Plugin] UV Toolkit
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@unknownuser said:
@gaieus said:
@thomthom said:
I'll be making a video with a quick example when v2.2 is done.
Just leave that for Rich (once he finally understands the plugin).
How about i post that video of you in BaseCamp surrounded by an enthralled audience!
I'd like to see that, I saw some of Mateo's facebook images and would love to see MORE!!!!
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Mate I played around with the plugin for a tree trunk in combination with fredoscale and I ended up with a mass of assigned materials (all the same) when exported to maxwell. I noted this before with Whaat's UV tools (cant remember the name of the plugin).
Funny though it was only for several faces - I'll have to test some more and see what went on there!
Mate dragged over from Whaat's UV tools thread!
@unknownuser said:
ThomThom I'm not entirely sure, but I'm guessing the Maxwell exporter exported out a texture for each face with a distorted texture.
Mate I think it well could be that as only a few faces effected it would be likely these subdivided during editing.
BTW starting a new thread for you to check out regarding a workaround for locating HDRI worked out how to do it in SU and you might be able to automate it a little.
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Richard,
Indeed UV Toolkit 2 only works properly if the number/shape of the initial faces is the same as those of the end result.
If during a distortion operation faces get subdivided further, it fails. You can pre-triangulate your faces first if needed however.
I found that after I manipulated my mesh, it rendered properly in Twilight and Thea (neither of which "likes" distorted textures AFAIK) so I thought the plugin fixes texture distortion.
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@gaieus said:
Richard,
Indeed UV Toolkit 2 only works properly if the number/shape of the initial faces is the same as those of the end result.
If during a distortion operation faces get subdivided further, it fails. You can pre-triangulate your faces first if needed however.
I found that after I manipulated my mesh, it rendered properly in Twilight and Thea (neither of which "likes" distorted textures AFAIK) so I thought the plugin fixes texture distortion.
You mean when using UV Memory?
That doesn't fix anything - in fact, it doesn't reapply distorted textures to triangles, they end up as skewed textures. Though, if you have a dense triangulated mesh you probably don't see the artefacts. -
@thomthom said:
You mean when using UV Memory?
That doesn't fix anything - in fact, it doesn't reapply distorted textures to triangles, they end up as skewed textures. Though, if you have a dense triangulated mesh you probably don't see the artefacts.Well, I used triangulated faces here and it re-applied the texture perfectly:
http://forums.sketchucation.com/viewtopic.php?p=300361#p300361
(skp also added in that post) -
And it also renders the twisted/bent "column" correctly (all faces are triangulated)
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can't use your plug in this error appears Error Loading File tt_uv_toolkit_2.rb
no such file to load -- TT_Lib2/core.rb -
Triangulation is probably a good solution to deal with render engines. Maybe I should add an option to triangulate (soft/smooth the new faces) to the UV memory tool...
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@irvinekagiwa said:
can't use your plug in this error appears Error Loading File tt_uv_toolkit_2.rb
no such file to load -- TT_Lib2/core.rbIrvine,
Please, go back to the first post (where you downloaded the plugin) and follow the link to the TT_Lib library. You will need to install that, too.
@thomthom said:
Triangulation is probably a good solution to deal with render engines. Maybe I should add an option to triangulate (soft/smooth the new faces) to the UV memory tool...
Not a bad idea (although there are triangulating plugins available). However I had no issues with it without the triangulation (where it was not needed) otherwise (testing in Twilight and Thea only)
I would be more interested in that sneak preview of UV Toolkit 3 (with the copy > paste function from other geometry). I have now a project where there are vaults and domes of the same kind but completely different sizes/distortions...
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@gaieus said:
I would be more interested in that sneak preview of UV Toolkit 3 (with the copy > paste function from other geometry). I have now a project where there are vaults and domes of the same kind but completely different sizes/distortions...
v2.2 - I'm wrapping it up.
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Well, I answered your PM (that it is not that bloody urgent yet) but if it is not that much of a work...
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Ah - you need to transfer UVs between whole surfaces, not use individual faces... ?
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Yes. I guess(ed) the plugin would work that way, too.
Currently I (sort of) "copy" (or "memorize") the UV's on a mesh and then restore them. In my thoughts, it would work the same way with the improved UV Tools just it could (also) transfer these co-ordinates from one mesh to the other.
Sometimes you can quite easily apply a material to a certain shape but if you modify it further, it is not easy. Then here is a quick (and rather dirty) example. I will have all different shapes (tapered and distorted) vaults that are derived from the same, quite regular shape. If I texture each separately, it will take forever.
But even a better example: this way you could easily apply a texture to a flat (yet subdivided) (sur-)face then copy the UV's and apply it to a completely modified mesh. -
Copy from one mesh to another is more challenging.
UV copy/paste only works on per quad-face.If you have a mapped mesh, then use the UV Memory function to store the UVs - then you can make a copy of that mesh - modify it (as long as you don't erase/recreate the faces and finally use the UV Restore function.
Copy from a mesh to another would require the mesh to have the same structure, same number of faces etc. The challenge is trying to match it all up.
hmmm...
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@thomthom said:
Copy from a mesh to another would require the mesh to have the same structure, same number of faces etc. The challenge is trying to match it all up.
Well yes, as the plugin currently works (also), it is obvious. But as I explained, I'll have to finish the untextured model first and then texture it.
@thomthom said:
If you have a mapped mesh, then use the UV Memory function to store the UVs - then you can make a copy of that mesh - modify it (as long as you don't erase/recreate the faces and finally use the UV Restore function.
This method would require to re-model each vault. In my above example, the two vaults are identical in face count and all. So with "my version" I could (re-)texture the whole thing any time by texturing the "regular" one and then transfer the co-ordinates to the other one.
But of course, if it is a no-go, I won't insist (somehow I thoughtyour unpublished beta worked that way)
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It's not a complete go. But it may not be part of the next release. ...will see... Would be a very useful tool.
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@thomthom said:
Would be a very useful tool.
Definitely. And thanks for listening!
(We could add a topic next to "Google is listening" like "ThomThom is listening")
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Or even "Gaieus is pestering" maybe?
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