[Plugin] UV Toolkit
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As it is in it current state you'd have to select each row by it self. Your top row is no different from the lower ones except it got larger faces.
But I hope to be able to make it cascade through connected rows, but it'd still have to be quad-faces. Quad-faces are just so much more predictable. -
@thomthom said:
As it is in it current state you'd have to select each row by it self. Your top row is no different from the lower ones except it got larger faces.
But I hope to be able to make it cascade through connected rows, but it'd still have to be quad-faces. Quad-faces are just so much more predictable.right, i realize that each row is the same.. i'm just wondering if everything will line up through those bends?
right now in SU, i can get basically two results:
on the left if i just import and paint it on.. the right if i turn on hidden geometry and sample/paint each quad.. i'm really hoping for something more like the middle but not necessarily on a sphere. (that's done with whaat's UVtools)
are you thinking you may have come up with a way to do this?
[EDIT] -- ouch.. and i just remembered if i want to render that sphere in indigo and have it turn out correctly, i have to triangulate the faces first. i'm wondering what would happen with these quads that aren't part of a sphere.
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@unknownuser said:
are you thinking you may have come up with a way to do this?
Like this?
@unknownuser said:
[EDIT] -- ouch.. and i just remembered if i want to render that sphere in indigo and have it turn out correctly, i have to triangulate the faces first. i'm wondering what would happen with these quads that aren't part of a sphere.
Could you triangulate after mapping?
I think I should be able to deal with triangulated quads - but it won't be the first to be implemented. -
Oh man, this made texturing some of the stuff I do so much easier.
Thank you!
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@thomthom said:
Like this?
ha, yes.. exactly like that
@unknownuser said:
Could you triangulate after mapping?
I think I should be able to deal with triangulated quads - but it won't be the first to be implemented.actually, yes.. i just tried it but i have to triangulate manually after mapping.. previously, i tried using the triangulateFaces ruby by TIG but it screws up the mapping if i do it afterwards.. i just assumed doing it manually would create the same problem but no, it works.
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@frederik said:
Thanks,
@unknownuser said: -
Thom, great stuff so far! In my basilica, there was an arch in which there was literally hundreds of bricks. Even with the UV toolkit, it needed a lot of manual "quading" of the faces.
(and there were like 7 different sizes so you can imagine that day I was making them). -
maybe adding a "goust preview" of how plugin is going to UVmap (i.e. showing a sphere when choosing shepherical...etc) could improve the ui!!
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@majid said:
maybe adding a "goust preview" of how plugin is going to UVmap (i.e. showing a sphere when choosing shepherical...etc) could improve the ui!!
mm? I got no spherical mapping option.
As for the mapping types I do have, I don't have any API to draw texture previews.
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Just wanted to say thanks. I've had this plugin for a while but recently it saved me when doing some remapping of leaves on a highres tree.
Looking forward to the next version. -
Is this correct, or am I using it wrong? I applied the material, selected the face, and selected "Rotate QF Clockwise 90" from the menu.
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I think it's doing it correct. As it rotates the orientation of the texture it stretch the texture to fit the quad-face.
For normal texture rotation you use the rotate methods from the native Position Texture tool.
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Ok Thanks, I was just thinking about a quick shortcut to rotate a texture 90 degrees (no stretching.)
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To add a hotkey to?
Since SU already has a rotate method I haven't made one myself.
But you can't assign a hotkey to it. That is one reason why I have considered recreating my own function. But it haven't been high up on the list.
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Looking at your UV Tools, you are shifting the positions of points in 2 arrays. Is it as simple using a rotation on the arrays (around face.normal at face.bounds.center, maybe) instead of shifting? I'll try that.
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I don't quite remember what I did. But what I do is somewhat special for quad-faces with textures stretched to fit.
Think you need some different handling for a general rotate method... -
It works for square textures (where the image is square) but distorts rectangular ones.
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I think what you need to do is sample four points in a quadratic formation of the face's plane and then shift the 3Dpoints.
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@pixero said:
First, an option to keep the scale of a texture when rotating.
That's a mighty small image there... can't see much what's going on.
The rotate feature is meant for textures stretched to fit quad-faces. Special purpose rotate. SU already got rotate methods built in - When you activate SU's texture gizmo - you have a Rotate sub-menu.
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Here's my two requests for a great tool:
First, an option to keep the scale of a texture when rotating.
Second, add it to the right click menu for easier access.
Edit: Fixed the image size.
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