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    [Plugin] triangulateFaces.rb v1.2 20101120

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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 β€” 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 πŸ˜‰
                  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 β€” 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 πŸ˜„

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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 πŸ˜„

                          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"? πŸ˜„

                          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 πŸ˜„

                          [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 😞

                            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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                                    • TIGT Offline
                                      TIG Moderator
                                      last edited by

                                      I'm probably thinking of RickW's simpler free tool - referred to here... http://forums.sketchucation.com/viewtopic.php?p=278060#p278060 and available here http://www.smustard.com/script/Subdivide

                                      TIG

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                                      • CadFatherC Offline
                                        CadFather
                                        last edited by

                                        thanks TIG but that will 'smooth' the shape - i'm only thinking of dividing

                                        i think there is the difficulty of internal (read infernal..) faces being generated

                                        split.jpg

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                                        • TIGT Offline
                                          TIG Moderator
                                          last edited by

                                          My Addvertex+ tool http://rhin.crai.archi.fr/rubylibrarydepot/plugin_details.php?id=8
                                          lets you add a vertex on a face and divides it into triangles with new edges...

                                          TIG

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                                          • CadFatherC Offline
                                            CadFather
                                            last edited by

                                            ok TIG, i'll have a look, thanks as always

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