[Plugin] Hatchfaces (v1.8 beta) UPDATED 15-Dec-2012
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Any news on what looks to be a very promising plugin?
Mark P. -
After having used the plugin, I came back by because I thought I had some ideas for you but seeing the various screen shots it looks as if you are well beyond what I get with the plugin, so either mine is not up to speed or I am not implementing correctly or you have not posted one which gives what is shown... My version just has hatches > line hatches resulting in only the possibility of cross hatching.
I forgot to say how thrilled I am to find your routine and hopeful for what I may be able to do with it... It fills a long standing hole in SU's arsenal.
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Hello everyone!
I AM working on the plugin. Just have been very busy lately with house renovation(I do this SU-programming on spare time).
Brookefox. The downloadable version you have, only does linehatches at the moment.
Although I've earlier posted pictures of current development features (here and in LO-forums)in order to get feedback and suggestions.Must admit, for a while I got the impression most people where content with using textures for hatching(At least at the LO forums). So I got a little side-tracked
Started to work on other features, like 3d hatching and such..Thanks for the feedback guys Really apreciate it.
Will be back on track soon.
/ Joel.
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Thanks for checking in, Joel. My guess is some of us would be happy to use a more fully implemented beta, as it seems so useful, with the obvious risks inherent. Personally, I'm looking for all edges and faces (no textures, no images), and components (preferably gridded). In my small experience it seems like the gridded components offer the greatest promise as they may be infinitely and easily editable.
If I could just cast components on a specified grid within bounding edges (faced or not), I think I could be happy. (What happens to components that intersect bounding edges? Ideally, they would be trimmed, or optionally trimmed.)
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Thanks for the input and ideas Brookefox
Gridded components you say? Do you mean patterns or using some sort of workplane?
You will be able to load premade patterns(components) from folders. Where you also can make your own patterns and stuff them in there.
Anyway, The way the plugin is working now, is that a face-edges determine the boundarys. That way the user don't have to worry about which plane one is working on.
Everything outside the face will be trimmed, including holes. Just like it's working in the current downloadable version.The plugin as is now, is not beta ready . I actually might do a "light" version for user testing at first. Cause there are so many things added it might be difficult for me to keep track of things when complaints starts to hail in
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@unknownuser said:
Just 'patterns,' which are in fact component instances which can then all be changed by editing one of them
Brookefox, I'm afraid that will not be possible if you mean altering them after the hatch-components are fitted to the face.
What will happend(in the code) is that all tiled instances will be exploded before doing an intersection with the face. And in the end become 1 large component.I think Smidths plugins was an request to solve a particular problem, spacing out plants and stuff, including triangular array. In those cases one may not wish to delete geometry outside the faces. Works very well for what it was designed for, I think.
Hatchfaces plugin obviously will be more "pattern-fit a face" sort of thing.
Thanks for answering.
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@jolran said:
@unknownuser said:
Just 'patterns,' which are in fact component instances which can then all be changed by editing one of them
Brookefox, I'm afraid that will not be possible if you mean altering them after the hatch-components are fitted to the face. What will happend(in the code) is that all tiled instances will be exploded before doing an intersection with the face. And in the end become 1 large component.... Hatchfaces plugin obviously will be more "pattern-fit a face" sort of thing.
I guess that is really all that could be expected and quite a bit, at that. I'll wait with the hordes, not drooling.
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@jolran said:
Gridded components you say? Do you mean patterns or using some sort of workplane?
Just 'patterns,' which are in fact component instances which can then all be changed by editing one of them, and in this way a small square with edges hidden be turned into a stripe with edges shown, etc.. Distributing on the grid and trimming to the edges are the keys, as you know. These squares are made up of such gridded components, the whole square being changed by editing it: -->selecting all-->making instances unique-->then changing one.
@unknownuser said:
You will be able to load premade patterns(components) from folders. Where you also can make your own patterns and stuff them in there.
This will be super.@unknownuser said:
Anyway, The way the plugin is working now, is that a face-edges determine the boundarys. That way the user don't have to worry about which plane one is working on. Everything outside the face will be trimmed, including holes. Just like it's working in the current downloadable version.
This is super.I checked out sdmitch's component array plugin, which is very nice but doesn't do the undercover surgery required for neat component hatching.
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wish someone could figure out DRAW ORDER for sketchup's open gl, it would be perfect for this, so you don't have to cut out everyshape, but just tuck hatches below another. Open GL has draw order, Autocad is 3d and has draw order.
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Could you elaborate a little bit more, please? Function .
I have a hunch what you are asking for but I don't think it's doable in Ruby with current API for what I know. I could be wrong.
BTW. Sorry ALL, for the delay in developping this plugin and releasing updates. Have been very busy with little or no time left for programming. But will be back on track soon.
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oh - when faces occupy the same plane, sketchup chooses which will show. In ortho / parallel projection, it will choose one, and when you rotate around it will kind of glitch out and switch between what faces occupy the plane. I found a solution on here to use the glue function to help - but the results were unreliable. I believe draw order control would only be relevant / work in 2d. . I see hatch faces makes actual vector lines, which will always show through on the plane, but if faces use different textures or materials it will present a problem.
This openGL command may be a start - not sure how it plays out in ruby. - Apparently you can set a depthBuffer, as well.
The following call will turn off depth testing causing objects to be drawn in the order created. This will in effect cause objects to draw back to front. glDepthFunc(GL_NEVER); // Ignore depth values (Z) to cause drawing bottom to top Be sure you do not call this; glEnable (GL_DEPTH_TEST); // Enables Depth Testing
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Ah, see what you mean, Z-fighting.
I plan to have background colors/textures available in combination with edges(vector lines as you call it).So, in my code I use the glue-to face-function. Appears to be working pretty ok for me.
Have you had issues with glue-behavior?Can't give you any feedback on Open GL programming. Way over my head, sorry
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ya the glue trick was inconsistent for me- every object has be a component right?
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An Image or an Instance of a Gluing+Cutting Component, when applied directly onto a Face do not "z-flight"...
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Hi Jolran
I am using these plug for a long time, I believe these is something new, I mean these new screen.. is it already available- these new version of these plug?
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This plugin looks exactly like something I'm after. I downloaded the 1.6 version from post #1 in this thread, but it only seems to have a very simple crosshatch available and the dialog isn't as well developed as some screenshots I'm seeing in some followup posts. I skimmed through the pages, but did I miss where an updated version with those concrete hatches etc is available?
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Hi! Sorry for late reply.
At the moment there is only crosshatching with edges. ver 1.6.
The pictures you have seen is probably screen-grabs from developpment.
I just want to assure you I have not abandoned the project. In the future those features will be available, if all goes well.
Thanks.
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@jolran said:
Hi! Sorry for late reply.
At the moment there is only crosshatching with edges. ver 1.6.
The pictures you have seen is probably screen-grabs from developpment.
I just want to assure you I have not abandoned the project. In the future those features will be available, if all goes well.
Thanks.
Hello jolran,
Great plugin, just what I was looking for. Only one question: Can the menu keep the last input values? (angle, spacing). This would be useful when there are several surfaces to be identically hatched.
For the rest I found no bugs. Surfaces with complex geometries, with holes, spirals Etc, hatched fine. Thanks a lot.
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Hi Emartingr.
Can the menu keep the last input values? I'm afraid I can't tell you at the moment
(This is a bit embarrassing)I have not done any coding since May and now I feel lost in the world of Ruby, so I'm rehearsing a bit at the moment.
Did not expect to forget a language so fast
rookie mistake..Hopefully be back soon. Haven't given up the idea with an update with better dialogs and stuff. Unless someone else has done a similar plugin since I've been gone.
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In Version 1.7 http://sketchucation.com/forums/viewtopic.php?f=323&t=38637
The menu should remember the values during sessions. Although not crosshatching. Crosshatching is calculated as a negative from value 1(Angle).
If it seams like a must by request, Remebering 2nd values can of course be done, but I don't think it would be practical.I'm working on the next version with patterns, still lot's to do
I'm doing a comeback in coding, been off for a while..Hope this version will work OK for ya!
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