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    [Preview] UVTools 0.2

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    • J Offline
      Jackson
      last edited by

      Whaat,

      You mention that this ruby will re-import the UV mapped file back into SU via OBJ format. As SU has no obj import, does this mean that your plugin has it's own OBJ importer? I ask as the only OBJ importer ruby I've come across (objloader.rb) never seemed to work for me- verrrry buggy.

      Or did I misunderstand- will your ruby convert to skp from Ultimate Unwrap 3D's native format?

      Jackson

      Jackson

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      • jeff hammondJ Offline
        jeff hammond
        last edited by

        bummer that argile is $135.
        personally, i only need some basic UV tools so i honestly don't see myself kicking down the cash for argile (well, unless whaat can come up with something too good to pass up on in terms of ease of use/accuracy)
        thomas is working on something right now so that combined with UVtools 0.1 may just be all i need.

        dotdotdot

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        • E Offline
          Ecuadorian
          last edited by

          Yeah, the old UVTools can go a long way if you rotate your object before applying the plug-in.

          -Miguel Lescano
          Subscribe to my house plans YouTube channel! (30K+ subs)

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          • R Offline
            remus
            last edited by

            @jackson said:

            Whaat,

            You mention that this ruby will re-import the UV mapped file back into SU via OBJ format. As SU has no obj import, does this mean that your plugin has it's own OBJ importer? I ask as the only OBJ importer ruby I've come across (objloader.rb) never seemed to work for me- verrrry buggy.

            Or did I misunderstand- will your ruby convert to skp from Ultimate Unwrap 3D's native format?

            Jackson

            TIGs got a script that can import .obj stuff while preserving the UV data so its certainly possible, perhaps even based on it (just a guess.)

            http://remusrendering.wordpress.com/

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            • J Offline
              Jackson
              last edited by

              Thanks Remus, I'll try TIG's obj importer.

              Jackson

              Jackson

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              • W Offline
                Whaat
                last edited by

                @jackson said:

                Whaat,

                You mention that this ruby will re-import the UV mapped file back into SU via OBJ format. As SU has no obj import, does this mean that your plugin has it's own OBJ importer? I ask as the only OBJ importer ruby I've come across (objloader.rb) never seemed to work for me- verrrry buggy.

                Or did I misunderstand- will your ruby convert to skp from Ultimate Unwrap 3D's native format?

                Jackson

                Hi Jackson,

                The plugin does import from the OBJ file but only imports the UV coordinates. It wouldn't take much to convert it to a full OBJ importer but I don't think that's necessary because TIG already has created a full featured OBJ importer which I believe works pretty well.

                SketchUp Plugins for Professionals

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                • W Offline
                  Whaat
                  last edited by

                  I have some good news and some bad news....

                  The good news is that I will be including support for other UV mapping apps. I did some testing with Blender yesterday and it worked very well. I think Roadkill already works and I will see if I can get compatibility with all the other apps that have been mentioned.

                  The bad news is that it will take longer to release than I had mentioned earlier. Also, I am reconsidering offering this plugin as commercial instead of free. I hate to go back on my word (and I sincerely apologize) but things have changed a bit behind the scenes.

                  Another reason that I will have to delay release a bit more is that I need to provide some sort of documentation and tutorial for the plugin (especially if will be commercial) so please be patient. This is only one of many projects I am involved with right now. However, I hope it won't take too long to release.

                  Thanks

                  SketchUp Plugins for Professionals

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                  • J Offline
                    Jackson
                    last edited by

                    Whaat,

                    Thanks for the quick answer. I meddled with a few UV unwrapping prog demos a few months ago, but got nowhere- most SU meshes just seem to unwrap 3-dimensionally (i.e. polys are exploded above and below each other when viewed in the UV editing view) making them impossible to export an editable UV map from. I did have some success exporting an apple mesh from SU, but haven't been able to work out what it was that made that mesh import properly into UV unwrapping software properly while most don't. I've specifically made closed convex hull meshes (which the apple obviously was) in SU to see if they would import properly in UV unwrapping programs, but it makes no difference.

                    I just did a quick trial with the demo of Ultimate Unwrap 3D and yet again, the apple mesh imports and unwraps correctly, but anything else (even single sided very low poly meshes) unwraps as a bunch of exploded overlapping triangles.

                    As a note for your anyone using UU3D you must always export obj meshes and texture bitmaps FROM UU3D using names WITHOUT SPACES. SU doesn't import the UV map otherwise.

                    Jackson

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                    • R Offline
                      richcat
                      last edited by

                      Another application to consider and just out of interest to do with uv mapping - has any one come across this Headus UV layout-UV flattening software.I tried it, a while back and it seemed very simple, but have not stumped up $200 for hobbyist version yet, and there is Mac version.

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                      • W Offline
                        Whaat
                        last edited by

                        @jackson said:

                        As a note for your anyone using UU3D you must always export obj meshes and texture bitmaps FROM UU3D using names WITHOUT SPACES. SU doesn't import the UV map otherwise.
                        Does this tip apply for importing any 3DS mesh into SketchUp? Or are you using another format?

                        SketchUp Plugins for Professionals

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                        • J Offline
                          Jackson
                          last edited by

                          Whaat,

                          I must admit I got pretty confused while I was testing UU3D as I was juggling obj and 3ds exports from SU with obj and 3ds exports from UU3D as well as running them all through Meshlab, 3DMax and Vue 6 and saving further obj and 3ds copies to see if it helped with SU's and UU3D's importing, but I think the "no spaces" rule applied both to 3ds and obj.

                          Then again, I'm pretty sure most progs capable of exporting in 3ds format automatically insert understrikes/underscores in place of spaces. As such, I've never had problems importing 3ds into SU before, from any source.

                          Jackson

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                          • W Offline
                            Whaat
                            last edited by

                            I can confirm compatibility with Roadkill, UVMapper classic (free), and Argile.

                            I had a hard time testing Argile, though. I couldn't get the UV manipulators to show up and the UI seemed to behave very weird.

                            I can't test with UVMapper Pro or UVLayout yet because their demo versions do not allow OBJ export.

                            SketchUp Plugins for Professionals

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                            • jeff hammondJ Offline
                              jeff hammond
                              last edited by

                              yeah, i tried the argile demo and it seemed very weird to me.. that's just messin around without reading anything but still...

                              roadkill looks to be another mac option so i'll check that one out too.

                              question for whaat-
                              what happens further down the line in terms of rendering? (more specifically, with indigo).. does the mapping stay put or does the mesh need to be built a certain way prior to mapping? (spheres need to be triangulated first for them to work in indigo etc..)

                              dotdotdot

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                              • J Offline
                                Jackson
                                last edited by

                                If Whaat's plugin does the obj conversion correctly, rendering in other plugins/progs shouldn't be a problem. I did a test (the apple again), exported from SU to UU3D and back into SU via TIG's obj importer and it rendered fine in V-Ray for SU. This is actually surprising as V-Ray for SU usually doesn't recognise textures which have been skewed or distorted in SU.

                                Jackson

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                                • R Offline
                                  remus
                                  last edited by

                                  Jeff and jackson, after using whaats current UV tools your mesh needs to be triangulated for the UVs to make it in to indigo intact, id guess this is a skindigo/indigo thing and so likely to be the same with this plugin.

                                  http://remusrendering.wordpress.com/

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                                  • D Offline
                                    dedmin
                                    last edited by

                                    I can confirm - V-Ray doesn't recognize textures which have been painted in Photoshop via .kmz import-export.

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                                    • W Offline
                                      Whaat
                                      last edited by

                                      @unknownuser said:

                                      question for whaat-
                                      what happens further down the line in terms of rendering? (more specifically, with indigo).. does the mapping stay put or does the mesh need to be built a certain way prior to mapping? (spheres need to be triangulated first for them to work in indigo etc..)

                                      Jeff,

                                      Currently, the meshes would have to be triangulated prior to rendering in Indigo. I am not sure about other rendering apps. Most do not support rendering distorted textures. I suspect that the apple rendered properly in Vray because it was triangulated.

                                      SketchUp Plugins for Professionals

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        @whaat said:

                                        I suspect that the apple rendered properly in Vray because it was triangulated.

                                        You can distort the mapping of a triangle as well - don't think the triangulation should matter.

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

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                                        • E Offline
                                          Ecuadorian
                                          last edited by

                                          It was hard to believe at first, but a small test with triangles reveals Thomas is right. 😕
                                          triangles.jpg


                                          triangles.skp

                                          -Miguel Lescano
                                          Subscribe to my house plans YouTube channel! (30K+ subs)

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            When you map in SU you either get four points to drag about or the Move,ScaleUniform,ScaleNonUniform,Distort pins. You can always use the distort pin on any face, even triangles. It's basically a texture applied to an invisible plane - clipped by the shape of the face.
                                            If there are non-parallels sides to the UV mapping gizmo - V-Ray will fail to render. But it will render a texture mapped as a parallelogram.

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

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