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    [Preview] UVTools 0.2

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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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                          • E Offline
                            Ecuadorian
                            last edited by

                            For render programs that can't handle distorted mapping, I've read the workaround is to export as 3ds and re-import, but I can't test this as I don't have SketchUp Pro. If the object only has a few faces, you can click on each one and right click > Make Unique Texture.

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

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                            • K Offline
                              Khai
                              last edited by

                              @whaat said:

                              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.

                              works fine with Uvmapper Pro

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                              • majidM Offline
                                majid
                                last edited by

                                dear tom, I was on wrong topic when I requested this, but here I am gonna ask you to add some more features, to working with textures , directly is su (foe those like me that are not familliar with othe rapps .. 😉 ), maybe as, add a "ghost preview" of how plugin is going to UVmap (i.e. showing a sphere when choosing spherical...etc) could improve the ui!!


                                text.gif

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                                • J Offline
                                  jimahiggins
                                  last edited by

                                  @ecuadorian said:

                                  For render programs that can't handle distorted mapping, I've read the workaround is to export as 3ds and re-import, but I can't test this as I don't have SketchUp Pro. If the object only has a few faces, you can click on each one and right click > Make Unique Texture.

                                  So are you saying that there is not a way in the API to automate the "Make Unique Texture" function from the popup menu. I looked at ThomThom's "uv_make_unique.rb" which does a great job of duplicating a texture/image. But I need to dice up the image and spread over multiple smaller faces. Basically, I am dicing up terrain into smaller faces, with each face needing it's own texture/image.

                                  Thanks,
                                  Jim

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