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    [Plugin] triangulateFaces.rb v1.2 20101120

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    • thomthomT Offline
      thomthom
      last edited by

      @gaieus said:

      Thom; any other idea? Rewriting the sandbox tools for instance?

      something like that.

      @gaieus said:

      (Or maybe some vertex edit tools?) ๐Ÿ˜ฎ

      I do have plans of making Vertex Edit keep UV mapping when modifying geometry. But probably not fro initial release. But it won't help in this case as it would not flip edges.

      It's a real shame that UV coordinates doesn't stick in SU when you modify geometry - that each tool would need to implement a feature to keep them.

      Thomas Thomassen โ€” SketchUp Monkey & Coding addict
      List of my plugins and link to the CookieWare fund

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      • W Offline
        Woz2007
        last edited by

        damn...sounds like theres no easy solution.
        Could a UV script not be written that uses a similiar situation to align face but align UV ? Please excuse my ignorance if Im talking gibberish.

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        • thomthomT Offline
          thomthom
          last edited by

          I do have plans for some UV tools, but I have some other projects lined up first.
          I have done some experimenting with making UVs "sticky".

          Thomas Thomassen โ€” SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • GaieusG Offline
            Gaieus
            last edited by

            Ag imagine Crish's Shape bender or FredoScale with sticky UV's!
            What an easy thing it would be to make cool arches is no time!

            Gai...

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            • W Offline
              Woz2007
              last edited by

              @thomthom said:

              I do have plans for some UV tools, but I have some other projects lined up first.
              I have done some experimenting with making UVs "sticky".

              Cheers ThomThom. Ill look at if Whaats UV solution wors for me in the meantime.
              http://forums.sketchucation.com/viewtopic.php?f=323&t=23725&hilit=uv+mapper

              .Alternatively I can fix the triangles & export to Accutrans & resolve the UV there.

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              • thomthomT Offline
                thomthom
                last edited by

                I hope to make Sticky UVs into a framework that can easily be added to plugins.

                Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • W Offline
                  Woz2007
                  last edited by

                  Hmmm,.. i think Ive found something interesting by accident though.

                  If you create an object then use this script to triangulate the face then apply a material & then use the sandbox Flip Edge tool....the UV appears to be untouched.

                  -However-

                  If you create an object then apply a material then use this script to triangulate the face & then use the sandbox Flip Edge tool....the UV gets messed up.

                  ..so it looks more like a process issue?!?!?!?

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                  • B Offline
                    blair
                    last edited by

                    I installed the "[Plugin] triangulateFaces.rb v1.1" and tried it on the simple flat face with material shown below but it only creates 2 triangles. How can you get more triangulation?


                    TriangulateFaces.png

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                    • jeff hammondJ Offline
                      jeff hammond
                      last edited by

                      hey blair.. this plugin simply changes everything to triangles instead of quads or more..

                      you're looking for more of a subdivision type of thing:
                      sd.jpg

                      that was done with subdivide and smooth (available at smustard) but i believe there is another subdivision plugin out there that is free and will do what i think you want (although way less functional than whaat's subdivide and smooth).

                      dotdotdot

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                      • B Offline
                        blair
                        last edited by

                        Thanks Jeff,

                        Now I understand that one better. I have seen Subdivide and Smooth and it does a lot more than I can ever imagine needing so I would like to find the free one you mentioned for now.

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                        • pilouP Offline
                          pilou
                          last edited by

                          @unknownuser said:

                          so I would like to find the free one you mentioned for now.

                          no problem ๐Ÿ˜‰
                          Subdive and Smooth (basic free) http://www.smustard.com/script/Subdivide by Ricks Wilson

                          Frenchy Pilou
                          Is beautiful that please without concept!
                          My Little site :)

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                          • B Offline
                            blair
                            last edited by

                            Thanks PILOU!

                            I just tried that one on the flat plane I had previously shown and it did nothing. What I would like to do is create a multitude of triangles like Jeff had shown on the far right in the example he posted.

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              Try this plugin: http://forums.sketchucation.com/viewtopic.php?f=323&t=21472
                              Use the UV probe and hit F2 to see SU's internal triangulation. What do you get then? Would that triangulation be ok?

                              Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                              List of my plugins and link to the CookieWare fund

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                              • bac9-flclB Offline
                                bac9-flcl
                                last edited by

                                Upd: I've figured out what conditions are needed to reproduce the bug (all dimensions are multiple of 1m in this example; if it matters):

                                http://img.gameru.net/th/7a004.jpg

                                @thomthom said:

                                Try this plugin: http://forums.sketchucation.com/viewtopic.php?f=323&t=21472
                                Use the UV probe and hit F2 to see SU's internal triangulation. What do you get then? Would that triangulation be ok?

                                Thanks, will try it and post about result ๐Ÿ˜„

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                                • bac9-flclB Offline
                                  bac9-flcl
                                  last edited by

                                  Greetings.

                                  I've encountered a problem with this plugin. Here's the deal: I am making a complex building, looking like that:


                                  http://img.gameru.net/th/65082.jpg

                                  Of course, it consists of a hundreds of separate components, because I don't need any unnecessary polycount. For example, here are the outer walls:


                                  http://img.gameru.net/th/a4015.jpg

                                  http://img.gameru.net/th/3697a.jpg

                                  As you can see, they are divided with edges. Some were made to allow different texturing (e.g. leaks under the windows), and some - to ensure that triangulation made during the import process via Autodesk Connection Extension (which seems, by the way, to be the only way to export your model from SU without breaking it) won't look like a messy web full of thin invalid faces.

                                  However, CE repeatedly fails to triangulate T-type face connections properly:

                                  http://img.gameru.net/th/75605.jpg

                                  Here is how it should look like:

                                  http://img.gameru.net/th/d3095.jpg

                                  And there are the examples how CE (or standart 3DS Max triangulation, maybe CE is just utilizing it) works with such faces:

                                  http://img.gameru.net/th/42a40.jpg

                                  http://img.gameru.net/th/3697d.jpg

                                  Of course it's not your problem, but Max/CE, so let's move onto the subject. To ensure this weirdness won't appear in my model after Max import, I must draw all triangulation on risky areas by myself, in SU, before using Connection Extension.

                                  It's quite easy to guess that I hate to spend time for this. It would take hours to complete hand-made triangulation with Line tool for every T-shaped area. So I searched for some SU plugin which can make a triangulation of selected faces, - your seems to be the most used ๐Ÿ˜„

                                  I tried the plugin:

                                  http://img.gameru.net/th/380a1.jpg

                                  http://img.gameru.net/th/767b6.jpg

                                  Seemed to work fine, but when I tried it on a bit harder areas, it didn't went so smooth:

                                  http://img.gameru.net/th/e1cda.jpg

                                  http://img.gameru.net/th/39e2b.jpg

                                  These edges are missing:

                                  http://img.gameru.net/th/318e3.jpg

                                  Another area:

                                  http://img.gameru.net/th/1fc3c.jpg

                                  http://img.gameru.net/th/ce385.jpg

                                  http://img.gameru.net/th/8b639.jpg

                                  I decided to test it on the simple T-shaped face without pre-drawn edges. Unfortunately, I got this:

                                  http://img.gameru.net/th/42a40.jpg

                                  Is there some kind of a rule I don't know? Something like "non-convex faces are forbidden"? ๐Ÿ˜„

                                  It's just strange to encounter the same issue again in a completely different software, with an area I can't call hard to triangulate at all. There are no geometrical paradoxes, every man can connect these points with proper lines, - then why a triangulation is improper?

                                  To be exact, the problem seems to be related not only to T-shaped faces, but to non-convex faces (in some curcumstances) and to faces with divided straight edges:
                                  [url=http://img.gameru.net/?v=5feed.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/5feed.jpg[/img:3a0jr4pg][/url:3a0jr4pg]

                                  Here I got a more complex example:
                                  [url=http://img.gameru.net/?v=6afdd.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/6afdd.jpg[/img:3a0jr4pg][/url:3a0jr4pg]

                                  Surprisingly, it was triangulated properly:
                                  [url=http://img.gameru.net/?v=05e4c.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/05e4c.jpg[/img:3a0jr4pg][/url:3a0jr4pg]

                                  Then I've added the line:
                                  [url=http://img.gameru.net/?v=73f56.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/73f56.jpg[/img:3a0jr4pg][/url:3a0jr4pg]

                                  Just as planned:
                                  [url=http://img.gameru.net/?v=36011.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/36011.jpg[/img:3a0jr4pg][/url:3a0jr4pg]

                                  Or let's use some dividing under windows:
                                  [url=http://img.gameru.net/?v=c24bb.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/c24bb.jpg[/img:3a0jr4pg][/url:3a0jr4pg]

                                  Then we have 4-sided faces again:
                                  [url=http://img.gameru.net/?v=62060.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/62060.jpg[/img:3a0jr4pg][/url:3a0jr4pg]


                                  Sorry for being so talkative ๐Ÿ˜„

                                  [url=http://img.gameru.net/?v=5feed.jpg:3a0jr4pg][img:3a0jr4pg]http://img.gameru.net/th/5feed.jpg[/img:3a0jr4pg][/url:3a0jr4pg]
                                  ^ So here's the ultimate question: is there a way to fix the triangulation of such areas?

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                                  • bac9-flclB Offline
                                    bac9-flcl
                                    last edited by

                                    @thomthom said:

                                    Try this plugin: http://forums.sketchucation.com/viewtopic.php?f=323&t=21472
                                    Use the UV probe and hit F2 to see SU's internal triangulation. What do you get then? Would that triangulation be ok?


                                    http://img.gameru.net/th/f6c83.jpg

                                    Oh, nice, it's internal triangulation ๐Ÿ˜ž

                                    Should we ask SU team to fix it then?

                                    SU is heavily oriented for Push/Pull boolean operations which easily produce surfaces with holes, non-convex surfaces and other kinds of complex geometry, so it's very important issue. I don't use Push/Pull for anything complex, but thousands of users do - and it means thousands of SU models have such surfaces. Same as they have zero-area or 4-sided faces bug.

                                    Maybe it doesn't affect SU and Google Earth performance, but these faces are considered invalid and unacceptable in other 3d software or game engines. For example, I can't use any model with "invalid" faces in X-Ray Engine (S.T.A.L.K.E.R.).

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                                    • TIGT Offline
                                      TIG Moderator
                                      last edited by

                                      Here's v1.2 http://forums.sketchucation.com/viewtopic.php?p=175613#p175613
                                      This should now trap any '4-sided' "triangles" made by the 'mesh' process as it forces an intersection of all new entities and adds edges should a "triangle's" vertices > 3...

                                      TIG

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                                      • CadFatherC Offline
                                        CadFather
                                        last edited by

                                        Tig,

                                        is there anyway to split the resulting triangles as well? suppose you wanted to subdivide the mesh even further (perhaps there is a script already..)

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                                        • TIGT Offline
                                          TIG Moderator
                                          last edited by

                                          @cadfather said:

                                          Tig,

                                          is there anyway to split the resulting triangles as well? suppose you wanted to subdivide the mesh even further (perhaps there is a script already..)

                                          I think there's a subdivide tool somewhere...

                                          TIG

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                                          • CadFatherC Offline
                                            CadFather
                                            last edited by

                                            ok (search shows Whaat's SDS)

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