[Plugin] Texture Resizer (1.5.6) — updated 15.05.2013
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Thanks for the comments!
If someone would be interested to help me get it work on OSX, that would be great. -
The % reduction seems to work great. File size went from 18mb to 10mb and quality is still quite ok.
But when I tried the 20pix/meter option I got different results. I posted a cropped screenshot of before and after the reduction. As you can see the right facade remains unaltered, while the new one and the left neighbour are reduced a lot.
I've used 'make unique texture' on some of these, maybe that's the problem?
BTW, this could work very well with "Component edit window". You select a component, open in another window, change texture size and bring it back. Like that you have control over the different parts of your project.
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This will be a superb tool for those who like to do an odd Google Earth model, and model with hires photographs and quickly optimise them for GE. Nice one.
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During my testing, I also had sometimes cases where the resolution depending option had different results but I thought it was fixed now.
There are two possibilities:- The plugin only takes into account the texture dimensions as they are in the materials dialog. If the texture has been scaled using the texture pins, it won't work (for now). Just for a test, you can check this by right-click on face -> reset texture.
- If an error happens during conversion, it won't replace the texture.
I'll do some testing later.
Also, you can use any other number instead of 20px/m if you like
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this is a great plugin for GoogleEarth modellers!
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Sorry, I have seen that one too ( ), but Mac people usually compile that download (or install it via MacPorts). I haven't found yet a pre-compiled portable single-file "ImageMagick.app".
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@aerilius said:
I haven't found yet a pre-compiled portable single-file "ImageMagick.app".
I haven't either, and I've been looking for 2 years, MacPorts is a nightmare and compiling from source fraught with error.
I have installed lots of other stuff through Terminal, but ImageMagick and GraphisMagic evade me.
On OSX 10.5.[*] the problems stem from a poor implementation of X11 in the Xcode bundle,
so you need the appropriate version from X11 to start with. [If 'InkScape.app' works, X11 has been updated by Apple/Xcode for you.]All the other dependancies are also OSX Version specific, but not necessarily in a straightforward way.
I'll have another dig, but I'm not sure I can help.
john
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it's Aerilius first plugin...
he is a super Earth modeler !
I know he's got some awesome plugin to come
he is my hero !
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I didn't notice this plugin until now.
I see you're using ImageMagik - if you are willing to require that the users have a recent SketchUp version ( SketchUp 8 Maintenance Release 1 ) then you can use
Material.write_thumbnail
to write out smaller versions of the material's texture.http://code.google.com/apis/sketchup/docs/ourdoc/material.html#write_thumbnail
Cross platform, native to SketchUp, and doesn't require dependencies other than an updated SketchUp 8M1.
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Thanks for that tip! I haven't found it or thought about it. That's probably the most straight-forward way to do the current features cross-platform and inside SketchUp. I'll test how it works with different resolutions.
On the other side, ImageMagick is very powerful to do more advanced image manipulation (I've thought about cropping, distortion and more features) and for higher-quality output (Sinc-Lanczos). -
Yea, it's much more limited in the output. You cannot specify compression level for JPEGs for instance. And the output must be at least 1px smaller than the original.
But it's a nice little addition to the API that might be useful.
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Ah yea... that is an annoying limitation...
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I tested
Material.write_thumbnail
and it failed too often. It seems there are absurd limitations. Theresolution
argument only accepts values that are 1px smaller than the smaller length of [width, height], but "resolution" is always applied as the maximum length. Thus an image of 102433 can only be resized with resolution=32, whereas resolution=31 fails because 31(33/1024) < 1, so you never can get 500*16. -
Thanks! I've been wanting a plugin like this. Nice work!
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thank you very much realy great work respect
i hope google see whats going on here on the plugins front -
Hi Aerilius,
have managed a Mac install of ImageMagicks using Homebrew http://mxcl.github.com/homebrew/ the nice thing is it sorts out all the dependencies for the system it's running on...
I now get this in Terminal,
%(#0080BF)[$ which convert
/usr/local/bin/convert]
but I get your 'install advice' in SUalso, I get... I can pull more details if you want...
%(#0080BF)[$ convert -v
Version: ImageMagick 6.7.1-1 2011-10-27 Q16 http://www.imagemagick.org$ convert -list type
Bilevel
ColorSeparation
ColorSeparationMatte
Grayscale
GrayscaleMatte
Optimize
Palette
PaletteBilevelMatte
PaletteMatte
TrueColorMatte
TrueColor]I had to completely get rid of MacPorts before I had any joy compiling [and reinstall my system ruby that MacPorts had modified...]
I'll try some things Saturday night, soo if you have any ideas let me know.
john
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hi Aerilius,
the default text is still not appearing and neither is any obvious "Goldilocks' integration...
thanks for the thanks, but it's all your hard work, I'm just playing and making your life harder....
john
PS. can you reply in the thread as well, I don't get the notifications when you just edit the head message,
is that standard? -
@unknownuser said:
the default text is still not appearing and neither is any obvious "Goldilocks' integration...
Both indicate that I didn't get the javascript started in Safari. I hope I fixed it now in 1.2.1
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still a negative on that captain...
this is pulled from SU
<html><head> <title>Resize Textures in model</title> <meta http-equiv="content-type" content="text/html; charset = UTF-8"> <meta http-equiv="MSThemeCompatible" content="Yes"> <style type="text/css"> body{background-color;Window;color;WindowText;font;message-box;user-select;none;cursor;default;overflow;hidden} input{vertical-align;middle;} fieldset{text-indent;0px!important;margin-bottom;10px;margin-right;0px!important} input[type=text]{background-color;Window;border;1px ButtonShadow solid;margin;1px;padding;0px} input[type=text][disabled]{background-color;ButtonFace;border;1px ButtonShadow solid} input[type=text].num{text-align;right;width;40px;padding-right;2px} button{min-width;70px;font;message-box;color;ButtonText;padding;1px} .buttons{float;right;margin-top;10px;padding;0px} #body{position;absolute;left;0px;top;0px;margin;0px;padding;20px;overflow;hidden} #options ul{list-style-type;none;margin;0px;padding;0px} #options>ul, #options fieldset>ul{display;block!important;} #options li{display;block!important} #options ul ul{display;inline!important} #options ul ul li{display;inline!important;padding-left;15px!important} .progress-bg{position;absolute;left;0px;top;0px;z-index;1000;margin;0px;width;100%;height;100%;background;url(data;image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAAAXNSR0IArs4c6QAAAAZiS0dEAP8A/wD/oL2nkwAAAAlwSFlzAAALEwAACxMBAJqcGAAAAA1JREFUCNdjCAkJqQcAA3gBfJ4UYBwAAAAASUVORK5CYII=)} .progressbar{position;absolute;left;50%;top;50%;z-index;1001;width;140px;height;80px;margin-left;-70px;margin-top;-40px;padding;1px;background;Window;border;Window 1px inset;appearance;progressbar;-moz-appearance;progressbar;-webkit-appearance;progressbar} .progressbar-state{width;48px;height;48px;background;Highlight;margin-left;46px;margin-top;8px;background;url(loadinfo.gif) no-repeat} #progressbar-action{position;absolute;top;50%;left;0px;margin-top;15px;width;100%;text-align;center;color;WindowText} </style> </head> <body id="body"> <form id="options"> <fieldset> <legend>Resizing method</legend> <ul> <li> <input type="radio" name="method" value="percent" id="method-percent"> <label for="method-percent" title="Calculates the dimensions depending on the textures original pixel size.">Percentage;</label> <ul> <li> <input type="text" name="percentage" value="" class="num"> % </li> </ul> <br> <input type="radio" name="method" value="resolution" id="method-resolution"> <label for="method-resolution" title="Calculates the dimensions depending on the metric size of the texture as it is used in the model.">Depending on real-world resolution;</label> <ul> <li> <input type="text" name="resolution" value="" class="num"> pixel per meter </li> <br> <li> <input type="checkbox" name="resolution-by-faces" id="resolution-by-faces"> <label for="resolution-by-faces" title="This gives a very accurate and consistent texture resolution, but is slow. If you deal with 20000+ polygons, you might uncheck this.">consider texture dimensions on each single face</label> </li> </ul> <style type="text/css" id="style0">.goldilocks{display;none!important}</style> <br class="goldilocks"> <input class="goldilocks" type="radio" name="method" value="goldilocks" id="method-goldilocks"> <label class="goldilocks" for="method-goldilocks" title="Calculates the dimensions depending on the current viewport using the plugin Goldilocks.">Goldilocks resolution;</label> <ul class="goldilocks"> <li> <input type="text" name="goldilocks-resolution" value="" class="num goldilocks"> </li> </ul> </li> </ul> </fieldset> <ul> <li> <input type="checkbox" name="limit" id="limit"> <label for="limit" title="Optional. No width or height shall be longer/shorter than the following limit;">Limit;</label> <ul> <li> maximum size <input type="text" name="max" value="" maxlength="4" class="num"> px, </li> <li> minimum size <input type="text" name="min" value="" maxlength="4" class="num"> px </li> </ul> </li> <li> <input type="checkbox" name="compression" id="compression"> <label for="compression" title="Optional. Compresses all jpeg textures to the following percentage. If not set, the original texture's quality setting will be used.">Compress jpeg textures?</label> <ul> <li> quality <input type="text" name="jpeg-quality" value="" title="recommended; not lower than 75" maxlength="3" class="num"> % </li> </ul> </li> </ul> <input type="hidden" id="results"> </form> <span class="buttons"> <button onclick="javascript:returnOptions()">OK</button> <button onclick="window.location='skp;cancel'">Cancel</button> </span> <div class="progress-bg" id="overlay" style="display;none"> <div class="progressbar"><div class="progressbar-state" id="progress"></div><div id="progressbar-action"> Processing . . .</div></div> </div> <script type="text/javascript"> function $(id){return document.getElementById(id)} function inObject(value, object){for(i in object){ if(i==value){return true} };return false} function puts(s){window.location = 'skp;puts@"'+s+'"'} // resize the height of the webdialog so that everything fits well // measures the html's dimensions function resizeHeight() { window.location = 'skp;resizeHeight@['+($("body").clientWidth|$("body").scrollWidth)+','+($("body").clientHeight|$("body").scrollHeight)+']'; } // disable input elements inside element <el> // a parent container contains a checkbox/several radio buttons // and for each a list <ul> with child inputs function toggleDisabled(el){ return function(){ var p = el.parentNode.childNodes; // one checkbox or several radio buttons inside the parent container var checkradio = []; for(var i=0;i<p.length;i++){ if(p[i].nodeName=="INPUT"&&(p[i].type=="checkbox"||p[i].type=="radio")) checkradio.push(p[i]) }; // corresponding containers with lower-level inputs that should be disabled/enabled var ul = []; for(var i=0;i<p.length;i++){ if(p[i].nodeName=="UL") ul.push(p[i]) }; for(var i=0;i<checkradio.length;i++){ if(!ul[i]){continue} // enable all child inputs if(checkradio[i].checked==true){ var inputs = ul[i].getElementsByTagName("input"); for(var j=0;j<inputs.length;j++){inputs[j].removeAttribute('disabled')} } else{ // or disable all child inputs var inputs = ul[i].getElementsByTagName("input"); for(var j=0;j<inputs.length;j++){inputs[j].disabled=true} } } } } function startProgress(){ $("overlay").style.display="block"; } function endProgress(){ o=$("overlay").style.display="none"; } function start(object){ // load defaults // identifies input elements when their name matches the default option's name var inputs=$("options").getElementsByTagName("input"); for(var j=0;j<inputs.length;j++){var i=inputs[j]; if( (inObject(i.name,object)) && (i.type=="radio" && object[i.name]==i.value || i.type!="radio") ){ if(i.type=="checkbox"){ i.checked = object[i.name]; } else if(i.type=="radio"){ i.checked = true; } else{ i.value = object[i.name] } } var t=toggleDisabled(i); t(); i.onclick=toggleDisabled(i); }; void(0); } // this is the magic function // it returns all user input // checkboxes are identified by their "name" attribute and return true/false // radio buttons are identified by their "name" and return the string of the "value" attribute function returnOptions(){ var user_input=[]; inputs=document.getElementsByTagName("input"); for(var j=0;j<inputs.length;j++){i=inputs[j]; if(i.type=="checkbox"&&i.name&&!i.disabled){user_input.push('"'+i.name+'" =\> '+i.checked)} else if(i.type=="radio"&&i.name&&i.checked&&!i.disabled){user_input.push('"'+i.name+'" =\> "'+i.value+'"')} else if(i.type=="text"&&!i.disabled&&i.className.search(/\bnum\b/i)!=-1){user_input.push('"'+i.name+'" =\> "'+parseInt(i.value)+'"')} else if(i.type=="text"&&!i.disabled){user_input.push('"'+i.name+'" =\> "'+i.value+'"')} } var user_input="{"+user_input.join(", ")+"}"; $("results").value=user_input; window.location='skp;receiveOptions'; } // init function init(){ window.location='skp;init@'; // measures the window's inner dimensions window.location='skp;windowInner@['+(window.innerWidth|document.documentElement.clientWidth)+','+(window.innerHeight|document.documentElement.clientHeight)+']'; window.onresize=resizeHeight; } init() </script></body></html>
reloading dose nothing different... except mess up the resize the first time but that's the SU topdown nonsense...
I just tried
<button onclick="puts(s)">Defaults</button>
and get ReferenceError: Can't find variable: s
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