sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    How to get face uvs if texture is applied to component inst

    Scheduled Pinned Locked Moved Developers' Forum
    18 Posts 5 Posters 607 Views 5 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • J Offline
      jbacigalupa
      last edited by

      @thomthom said:

      I thought this issue sounded familiar. Then I read your name. πŸ˜‰
      Hi there Joe.

      Hey Thom πŸ˜„ I was going to post this on the Sketchup api site but it looks like they don't really have a Ruby section any more. Devin suggested I check this site out instead.

      @thomthom said:

      The adjacent becomes faceted? How do you mean? If I set a face' material on a cylinder's smooth surface, the edges still report back .soft? and .smooth?
      Are you seeing something differently? Or are you measuring faceted differently?

      Let me show you a picture of what I get on my end...

      This is when I apply a material to the component instance:

      http://img267.imageshack.us/img267/139/facets.jpg

      This is when I apply the material directly to the faces:

      http://img692.imageshack.us/img692/2356/nofacets.jpg

      You can see the outline of the faces completely in render 1 - and in render 2 you can't. So that is where my assumption about the smooth tool came from. I am not sure if thats what it is but it seems like I'm breaking a "connection" or something when I modify the material. Maybe if I could do a batch material apply operation it would work out better...but since this is just a workaround to get uv info I don't want to muck around too much with the person's scene.

      Joe Bacigalupa

      1 Reply Last reply Reply Quote 0
      • J Offline
        jbacigalupa
        last edited by

        @thomthom said:

        Will that give matching UV data? If so, then that should be a lot faster than applying the material to the faces, sample UV data, then remove it again.

        Yeah I'd imagine I could just homebrew my own uv information but I'd rather just use theirs if possible. I am not sure if your solution would take into account the various translations, etc, that can be done with textures on faces.

        Joe Bacigalupa

        1 Reply Last reply Reply Quote 0
        • W Offline
          Whaat
          last edited by

          You can get the UVs by extracting the PolygonMesh object from the face. (Face.mesh)

          The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

          SketchUp Plugins for Professionals

          1 Reply Last reply Reply Quote 0
          • J Offline
            jbacigalupa
            last edited by

            @whaat said:

            The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

            Ok I will give that a shot, I thought I was just getting garbage uvs...I hadn't thought that they were the actual uvs just not set to the proper repeat value. Wow...

            I'll let you know how this goes.

            Joe Bacigalupa

            1 Reply Last reply Reply Quote 0
            • thomthomT Offline
              thomthom
              last edited by

              I did a quick test. I took the UV data from the faces with default material, and divided them with the Height and Width of the components material's texture, and then used position_material. The mapping seemed to be identical.


              UVmappingDefault.png


              default_uv.rb

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

              1 Reply Last reply Reply Quote 0
              • thomthomT Offline
                thomthom
                last edited by

                @jbacigalupa said:

                You can see the outline of the faces completely in render 1 - and in render 2 you can't. So that is where my assumption about the smooth tool came from. I am not sure if thats what it is but it seems like I'm breaking a "connection" or something when I modify the material. Maybe if I could do a batch material apply operation it would work out better...but since this is just a workaround to get uv info I don't want to muck around too much with the person's scene.

                I've seen that happen. But I don't understand why. What do you do to determine if two faces should be smoothed?
                As mentioned, the edge.smooth? and edge.soft? seem to remain true after you apply a material to the faces connected to it.

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

                1 Reply Last reply Reply Quote 0
                • thomthomT Offline
                  thomthom
                  last edited by

                  @whaat said:

                  You can get the UVs by extracting the PolygonMesh object from the face. (Face.mesh)

                  The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

                  Ah! Didn't see that post. Seems to confirm my theory and testing.

                  I guess this means, the parsing of groups/components with materials applied to them won't produce such an overhead any more. πŸ˜„

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

                  1 Reply Last reply Reply Quote 0
                  • dkendigD Offline
                    dkendig
                    last edited by

                    Shhh, don't jinx it... Joe got sucked off to a meeting, but we have managed to render a sphere with no faceting so far! I don't know what kind of impact this will have on scene parsing... fingers are crossed.

                    Devin Kendig
                    Developer

                    1 Reply Last reply Reply Quote 0
                    • J Offline
                      jbacigalupa
                      last edited by

                      @thomthom said:

                      I guess this means, the parsing of groups/components with materials applied to them won't produce such an overhead any more. πŸ˜„

                      πŸ˜„ Yeah - so far it looks like the width/height divide was all we needed. Thanks to Whaat and ThomThom for your help - that issue has annoyed me for so long.

                      I wish I came to this forum sooner!

                      Joe Bacigalupa

                      1 Reply Last reply Reply Quote 0
                      • thomthomT Offline
                        thomthom
                        last edited by

                        @whaat said:

                        You can get the UVs by extracting the PolygonMesh object from the face. (Face.mesh)

                        The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

                        Doesn't a PolygonMesh return only triangles? Can you get UV data for distorted textures from just 3 points?
                        Face.position_material requires four samples to set a distorted texture.

                        Here, sample file:
                        uv_sample.skp

                        It contains two identical faces, both triangles. One face has a distorted texture, the other not.

                        uv_sample.rb
                        This script has two different methods to copy the UV mapping from the one face to the other.
                        Select the two faces, ensure one of them does not have a material applied, and try out the following two methods.

                        sample_vertex - samples UV data from the three vertices of the triangle. Notice that the transferred texture does not match.

                        sample_plane - Picks four points from the face's plane. Notice that the transferred texture is identical.

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

                        1 Reply Last reply Reply Quote 0
                        • W Offline
                          Whaat
                          last edited by

                          thomthom:

                          have you released that UV inspector plugin that you show in one of your posts above? I was looking for it the other day and I couldn't find it. It would be really useful to me.

                          SketchUp Plugins for Professionals

                          1 Reply Last reply Reply Quote 0
                          • N Offline
                            nomeradona
                            last edited by

                            seems were having a good news for vraysu here.... β˜€

                            visit my blog: http://www.nomeradona.blogspot.com

                            1 Reply Last reply Reply Quote 0
                            • thomthomT Offline
                              thomthom
                              last edited by

                              @whaat said:

                              thomthom:

                              have you released that UV inspector plugin that you show in one of your posts above? I was looking for it the other day and I couldn't find it. It would be really useful to me.

                              http://forums.sketchucation.com/viewtopic.php?f=180&t=21472

                              Though, I just noticed some weirdness when probing through groups/components. When I was testing the cylinder I'd draw the info correctly for every other face. πŸ˜• Need to track down a bug there.

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

                              1 Reply Last reply Reply Quote 0
                              • W Offline
                                Whaat
                                last edited by

                                Thanks Thomas!

                                SketchUp Plugins for Professionals

                                1 Reply Last reply Reply Quote 0
                                • 1 / 1
                                • First post
                                  Last post
                                Buy SketchPlus
                                Buy SUbD
                                Buy WrapR
                                Buy eBook
                                Buy Modelur
                                Buy Vertex Tools
                                Buy SketchCuisine
                                Buy FormFonts

                                Advertisement