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    Any SU render engines that renders distorted textures?

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    • C Offline
      Chris_at_Twilight
      last edited by

      @adamb said:

      No, it means SU sends 3-component texture coordinates to OpenGL and allows OpenGL to interpolate and divide at each pixel.

      Just as Adam says, OpenGL provides methods not just for 2 coordinates (UV), but 3 and even 4. glTexCoord3f, glTexCoord4f

      http://www.TwilightRender.com

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      • thomthomT Offline
        thomthom
        last edited by

        I'm curious: for those render engines that renders distorted textures. What's the result if you add a bump map, like the one attached. Exaggerated bump so it's clearly visible.


        grid_bump.png

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

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        • Al HartA Offline
          Al Hart
          last edited by

          @thomthom said:

          I'm curious: for those render engines that renders distorted textures. What's the result if you add a bump map, like the one attached. Exaggerated bump so it's clearly visible.

          "True" bump maps, where you assign the bump as a second texture, do not work, because SketchUp gives you a pre-distorted texture, which then works with UVs of 0,0, and 1,1, to use for the main texture. But SketchUp does not give you information on how to distort the second texture.

          Here the carpet texture is distorted properly, but the bump map is not distorted.
          distorted.jpg

          "auto-bump" where a single texture is used for the color and for the bump map, does work, because the bump map is distorted as well.

          Here the bump map effect matches the distortion of the image in SketchUp.
          (The disgtorted SketchUp image was used as the bump map.)
          auto-distorted.jpg

          Distorted SketchUp Material
          distorted sketchup image.jpg

          This could be solved for multiple texture bump maps - but you would have to let SketchUp distort the main texture and then let SketchUp distort the bump map texture as well.

          Al Hart

          http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
          IRender nXt from Render Plus

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          • thomthomT Offline
            thomthom
            last edited by

            @al hart said:

            "True" bump maps, where you assign the bump as a second texture, do not work, because SketchUp gives you a pre-distorted texture, which then works with UVs of 0,0, and 1,1, to use for the main texture. But SketchUp does not give you information on how to distort the second texture.

            That's what I suspected. Which is a problem.

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

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            • Al HartA Offline
              Al Hart
              last edited by

              @thomthom said:

              That's what I suspected. Which is a problem.

              If you are an IRender nXt user, we can probably write a routine to distort the bump maps for you.

              If not you can still do it in Ruby. Write a ruby to use texture writer to replace the diffuse SketchUp texture with the bbmp map texture, then use texture writer to save the distorted bump map, then replace te original texture. Ditto for any specular texture.

              Al Hart

              http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
              IRender nXt from Render Plus

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              • thomthomT Offline
                thomthom
                last edited by

                But surely that will lead to crazy parsing times if you load and map a texture for each material layer for each distorted face in the model..?

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

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                • Al HartA Offline
                  Al Hart
                  last edited by

                  @thomthom said:

                  But surely that will lead to crazy parsing times if you load and map a texture for each material layer for each distorted face in the model..?

                  Probably not so bad.

                  But if it does start to take too long, you could place the "Bump" versions of the faces in a different layer, which is turned off - and extract the faces when needed. This would save the time to load the material into SketchUp.

                  You can also use "Make Unique" on a distorted face. Then SketchUp replaces it with the distorted image mapped 1 to 1. If you did this with both the material and the bump map, you would have the distorted versions of both. We have considered placing the bump map on the reverse side of the face, so it would be easy to find.

                  Al Hart

                  http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                  IRender nXt from Render Plus

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                  • M Offline
                    mhd
                    last edited by

                    Here is my guess what the Q value could be used for. Unfortunately I don't have time to test my hypothesis.


                    UVMappingGuess.skp

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      @mhd said:

                      Here is my guess what the Q value could be used for. Unfortunately I don't have time to test my hypothesis.

                      I don't really understand what I'm looking at here.

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

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                      • M Offline
                        mhd
                        last edited by

                        What I'm trying to say is this:

                        If you add Q*(Face Normal) to each of your points you get a new face.
                        If you align your texture to this new face but assign it to the old face it should be distorted.

                        PS: sorry for my bad English... I'm not a native speaker. 😳

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