[Plugin] Fix Reversed Face Materials
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Here is an updated lingvo file in Spanish [made by Defisto] with some changes in gender and idiom improvements.
Unzip it and put it into the ../Plugins/FixReversedFaceMaterials/ folder.
Aquí un actualizado archivo-lingvo en español [hecho por Defisto] con algunos cambios de género y la mejora de idioma.
Descomprímelo y lo puso en la carpeta ../Plugins/FixReversedFaceMaterials/.FixReversedFaceMaterialsES.zip -
Hi TIG,
Here is the FR lingvo file with some gender and grammatical modifications.
I have integrated it in the Zip (and the ES file as well) before uploading it to the Ruby Depot.
Regards,
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Thanks Didier...
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Here's v1.2 http://forums.sketchucation.com/viewtopic.php?p=264134#p264134
It has updated lingvo files and an additional tool "Fix Reversed Face Materials [Forced]" that works only on selected faces - it will flip a selected face if it has a back-material and then make its front-material the former back-material and remove the then unneeded back-material - even if there is already a front-material defined. See the notes in the linked thread. Use the new option with care as it could mess up already correctly setup faces, unlike the other option: note that it does warn you if you have selected a face to fix that is facing the camera as this might mean you have picked it in error...
Happy fixing... -
Here's v1.3 http://forums.sketchucation.com/viewtopic.php?p=264134#p264134
New 'Delete Back-Materials' tool added.
[Read the notes and use with caution...]
Glitch in translation of strings fixed.
Updated all lingvo files to suit. -
quoted "BUT don't let it become an excuse to be a sloppy modeler "
Amen, brother, Amen.Of course, I am in denial. I never model sloppily
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Hi TIG, once again wonderful contribution to the SU community.
I gather you only select the faces you need reversed? Can't you already do that then context click and reverse face?
Please pardon my ignorance if I'm missing something.....
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Andrew,
As I understand it, this plugin reverses faces AND fixes materials that are applied to the back face...usually if you have materials applied to a back face and you reverse that face, the material stays with the back face and you have to reapply it to the corrected front face. Does that make sense? -
Thanks Mate, I see now. What I was hoping for was it would reverse multiple faces to to correct orientation. You can't rely on Orient face to sort out the I get into....
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It's NOT an "orient faces" tool.
The built in 'orient' plus 'reverse' is the best you'll get, and these will fail on edges with more than two faces, because then one face must be oriented wrongly relative to one of the others sharing that edge.
My tool[s] takes faces you have modeled [or inherited in an imported file] that have a texture applied/mapped and that look OK in Textured mode BUT that are actually made 'backwards' when viewed in Monochrome mode. Such faces will NOT import properly in most 3rd party renderers - they just do what you tell them to - the incorrectly oriented front-face has no material and faces away from the required direction anyway and the back-face is not usually given a material by the renderer either. Therefore I wrote this tool to flip any face that has a material on its back-side but not its front-side AND it also swaps the material over to to the front [you don't notice any change except in Monochrome mode]... You will then end up with all of the faces pointing in the same orientation and with their materials applied/mapped, so they look exactly as before. There is also a 'forced' version of the tool that flips a selected face, moves its back-material onto the front-face [properly mapped etc] and then deletes the then unused back-material [which had been formerly on the front-face!] -
This works very well. Thanks TIG, it saved me a ton of time on a recent project where I inherited a model that was poorly built.
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Maybe some little images for speed understand the concept ?
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Here's a simple example
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Thanks TIG, clear as crystal now....
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A black crystal
Faces are or are not well oriented
If they are false they must be reverse (material or not)
Then apply materialMaybe I miss something
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@unknownuser said:
A black crystal
Faces are or are not well oriented
If they are false they must be reverse (material or not)
Then apply materialMaybe I miss something
maybe you're just a little crazy my man.....
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Pilou - There is no way of knowing if a particular face is 'the wrong way round'. Especially if an edge has more than two faces.
The built-in 'Reverse' & 'Orient' will consistently arrange faces that are 'manifold', BUT if you have applied materials to a back-face then that won't flip onto the front-face.
This tool simply finds all selected faces that have a back-material but no front-material - it then can assume you have modeled them 'wrongly' and it reverses the faces and flips the back-material so it becomes the front-material. keeping the UV-mapping intact etc. This is important when 3rd party applications render the image exactly as you've exported it - i.e. most of them do not render the 'back-faces' at all - rendering only the front-face materials - which in such cases will be the 'wrong' side of the face!
This might well often look like an 'orient' operation - in the image example all faces do end up correctly oriented too - BUT 'orient' alone would not sort out the wrongly applied materials, as this tool does.
The tool's 'forced' option is similar, but that works even if a selected face with aback-material that has a front-material, reversing the face and using the back-material on the front-face instead and defaulting the back-material - because it is more 'dangerous' its sphere of operation is more limited... -
@unknownuser said:
This tool simply finds all selected faces that have a back-material but no front-material
That the Knot
In your image example walls have not thick, does the plug works also with thick walls ?
I suppose yes but...
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The tool works for any faces - as long as they only have a material on the back and not the front.
It simply reverses the face whilst leaving the materials in the same 'location' [orientation].
With an 'un-fixed' face - flick between Textured Mode and Monochrome Mode to reveal faces that are 'wrongly' oriented but have their materials on the back so look OK in the SKP-render BUT will fail in the external-renderers.
With a face that's 'fixed' it looks the same in the SKP 'Texture Mode', but it will then render properly in renderers [the Monochrome Mode should then show all faces oriented the same] -
Here's v1.4 http://forums.sketchucation.com/viewtopic.php?p=264134#p264134
It has an additional Tool 'Reverse Faces and Materials' - this reverses faces keeping their materials with correct UV-mapping - effectively turning the form 'inside out': if it is 'brick' outside and 'wood' inside with the 'back-faces' oriented to the 'outside', then using the tool reverses the faces so that the back-faces are oriented to the 'inside', AND now the 'wood' material will be on the 'outside' and the 'brick' material will be on the 'inside' - UV-mapping will have been correctly reapplied.
For example I recently had an imported OBJ object that had all some objects with faces reversed ['blue' outwards] and so their materials were mapped [correctly] on their 'insides'. Simply 'reversing' the faces failed to keep the UV-mapping on the new face orientations [on 'smoothed' surfaces it's especially problematical] - but this tools now solves that problem.
The included lingvo files have all been updated to match the changes.
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