[Plugin] Import OBJ with Materials v2.1 20131118
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Hi TIG,
First:(I wrote to you in another thread, about the texture mapping import)
After testing the last days with Maya 2009 I can say the following:
Your Plugin imports the Geometry very fine and accurate, and it additionally imports the maya mental ray shader I used there. If the shader has only normal mapping applied without diffuse mapping, on import the mapping seems to get lost. When i applied the same map to the diffuse channel it worked, but:The texture mapping is applied to the shader, not to the object, because when i replace the shader in SU 8, the texture mapping gets lost.
When I tried to render the object in SU 8 with V-Ray 1.49.91 it did work for hours, but could not complete the Render. When I replace the imported shader with a new one with same textures applied, it renders in usual time, but - as i said - the mapping is lost.
am I doing something wrong?
thx again for your great plugin!
cheers, 3rdEye -
Hi TIG
I Have little problem when import a complex big obj file
its very heavy in my little machines..
I made the obj from ivy generator filling full a wall which dimension 5 x 12 meter2
could you teach me..how I can import complex big obj file?
thanks a lot
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@cublique said:
Hi TIG
I Have little problem when import a complex big obj file
its very heavy in my little machines..
I made the obj from ivy generator filling full a wall which dimension 5 x 12 meter2
could you teach me..how I can import complex big obj file?
thanks a lot
With complex data it takes time...
Try simpler forms...
OR wait overnight... -
Ivy generator creates extremely complex geometry (mostly unusable in SU actually).
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Here's v1.9 http://forums.sketchucation.com/viewtopic.php?p=172790#p172790
A glitch with occasional 'reversed faces' on import has been addresses... -
TIG, the fixtreed.rb is fantastic! The script eliminates several steps from a fairly lengthy process I developed to use Tree[d] models. Thank you!
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Hi TIG!
There are problems with import of this file. Familiarize please, and whether it is possible that or to make?
In advance thanks!
Max -
Sorry! I forget attach file
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@imaxx said:
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Imaxx
You only included the OBJ file !
Therefore when it imports there is no MTL to set materials and of course NO texture/image files either...
Here is what imports with what you supplied.
The trunk is there and I suspect the branches/leaves too [as the rectangular slabs at various angles], BUT these need to have PNG texture materials with transparency to look right.
Also the app that has made these triangulated faces AND reversed one part - this is fixable using the 'tree[d]' techniques described in the recent thread BUT you need the OBJ file, the MTL file and the images specified in the MTL file in a subfolder IF given in the MTL; then process the import to remove the coplanar edge, add the material to BOTH sides of the face and hide edges etc..........
This is the present version -
FixtreeD.rb works well with OBJ importer's imports of Xfrog plants as well
Thanks -
from 3ds max, how do you export the files properly to have all the textures? in max it is properly textured but when you import to sketchup there is no texture. is it possible?
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Thanks TIG. Your generous plugins and help on this forum have been invaluable to me. Much appreciated.
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Don't laugh but I'm getting 'Error: 666' in the Ruby console? Some files import but most don't? They're fine in Modo and 3DS Max?
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Those must be some evil files, Rich. Pray to St Patrick today
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@unknownuser said:
Don't laugh but I'm getting 'Error: 666' in the Ruby console? Some files import but most don't? They're fine in Modo and 3DS Max?
The '666' is my joke error value - it means I don't know what the bleep is causing this but I'll struggle on regardless !
It is quite possible to get some 666 error messages but to end up with what appears to be a perfect result anyway. Some OBJ files seem to have a few faces coded in an awkward way that won't get made - usually too small to handle or perhaps with three effectively co-linear points - I can trap for these but NOT 'fix' them - so it just puts '666' when it is presented with one that fails... Do you say that some files fail completely? Can you post or PM me one so I can test with perhaps so more helpful error messages temporarily allowed on my own setup... Have you tried just doing the import as a 'mesh' - this can overcome some issues with this type of problem... -
TIG, thanks for this importer. I am playing with the "3D Modeling with Silhouettes" application, and using your plugin to bring its models into sketchup.
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Hei TIG, sorry to bother...
I can run your script easily, but at the end of the transformation progress SU exits giving a BUGsplat message... How can I fix this? -
@pibuz said:
Hei TIG, sorry to bother...
I can run your script easily, but at the end of the transformation progress SU exits giving a BUGsplat message... How can I fix this?Not sure - without loads more details about version, OS the OBJ itself etc...
Have you tried the OBJimporter by Fluidimporter http://forums.sketchucation.com/viewtopic.php?p=316470#p316470 that is quicker and less prone to error than my old thing... -
No I didn't! I'll try that thanks!
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Hi TIG, I've got a few more patches for you, on your importer this time. I've been running into " - Material already exists..." errors a lot, which cause the associated group to be imported untextured.
I changed the following code to reuse the existing material, but it might be nice to have an option to automatically mangle the material name if it really is a different texture.
when "newmtl" mat_name=values[0] matnames=[];materials.each{|mat|matnames << mat.display_name} if matnames.include?(mat_name) puts mat_name+" - Material already exists..." ### traps for usemtl called x2 in obj or pre-existing materials current_mat=nil ## NEW; make sure pre-existing materials are re-used if nil==new_mats.find{|mat|mat.name==mat_name} new_mats << materials[mat_name] end
I also noticed that the vast majority of import time is spent updating the progress bar. A quick fix that shortens a minute-long import to a few seconds:
change Sketchup.set_status_text("Processing line #{line_cnt} of #{lines.length}") to if line_cnt % 73 == 0 # could be any number, 73 just makes the digits spin nicely Sketchup.set_status_text("Processing line #{line_cnt} of #{lines.length}") end
Finally, one of my test models suffered from the "some faces get reversed" bug mentioned above - but I noticed that when I then imported the same object again, without my material reuse code so it ended up untextured, the problem disappeared. When I tested by commenting out the "position_material" line in the following code the problem also went away, but obviously so did the texture.
if new_face and @current_mat!= nil if @current_mat.texture != nil pt_array=[] pt_array=[verts[0],face_uvs[0],verts[1],face_uvs[1],verts[2],face_uvs[2]]if verts_length==3 and face_uvs pt_array=[verts[0],face_uvs[0],verts[1],face_uvs[1],verts[2],face_uvs[2],verts[3],face_uvs[3]]if verts_length>3 and face_uvs # new_face.position_material(@current_mat,pt_array,true) else ...
I'll keep poking at it, but I'm having to figure out both Ruby and Sketchup's API as I go, so you might have more luck.
Here's the globe model I noticed the problem on for referencetextured globe that suffers from some face-inversions when imported
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