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    [Code] position of texture pins

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    • A Offline
      Aerilius
      last edited by Aerilius

      Hi,
      I searched in the forum everywhere but I'm not sure if there exists already some code for this. Basically I want to find the (possible) position of texture pins - or better - the corners of a texture image on a face.
      uvq = uv_helper.get_front_UVQ(vert.position) gives me the texture coordinate when I input a certain model coordinate. What I want is the opposite, ie. to get the model coordinate of the uvq [0,0,1], [0,1,1] etc. At the moment it is like digging in the dark.
      I would start my code by "testing" four model coordinates that are arranged as a square on the face and do some (more or less complex) math to find where uvq is [0,0,#] etc.

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      • thomthomT Offline
        thomthom
        last edited by

        Get the UV of two points. From that you can calculate where the origin is. You use the two points to act as two point on a line and then see where that line intersects with the X and Y of the UV coords.

        ...did that make sense at all?

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

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        • A Offline
          Aerilius
          last edited by

          Sounds easier than my approach, but I'm not sure how it would work with non-rectangular distorted textures.

          I've got some progress.
          I convert 3 world coordinate points into uvq coordinates (API method) and use them as fix points for a barycentric coordinate system. Then I express the texture's corners (uvq [0,0,0] etc.) in barycentric coordinates. With the world coordinates of the 3 fix points I can convert the barycentric texture corners into the world coordinate system.

          Unfortunately it works only for affine texture transformations (any scale, rotation, shearing), but no distortion with four texture coordinates. Must be due to the barycentric system, I'll have to search if it can be used also with four fix points.

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          • A Offline
            Aerilius
            last edited by

            get_texture_pins(face)

            
            def get_texture_pins(face)
            Sketchup.active_model.start_operation("UV test")
              tw = Sketchup.create_texture_writer
              uv_helper = face.get_UVHelper true, true, tw
              # three perpendicular points
              v1 = face.vertices[0].position
              v2 = face.vertices[1].position
              vec1 = v1.vector_to(v2)
              vec2 = vec1 * face.normal
              v3 = v1 - vec2
              # their uvq
              uv1 = uv_helper.get_front_UVQ(v1)
              uv2 = uv_helper.get_front_UVQ(v2)
              uv3 = uv_helper.get_front_UVQ(v3)
              uv1.to_a.collect!{|x| x /= uv1[2]}
              uv2.to_a.collect!{|x| x /= uv2[2]}
              uv3.to_a.collect!{|x| x /= uv3[2]}
              # texture corners in texture coordinates
              t1 = to_barycentric(uv1, uv2, uv3, [0,0,1])
              t2 = to_barycentric(uv1, uv2, uv3, [0,1,1])
              t3 = to_barycentric(uv1, uv2, uv3, [1,1,1])
              t4 = to_barycentric(uv1, uv2, uv3, [1,0,1])
              # texture corners in world coordinates
              p1 = from_barycentric(v1, v2, v3, t1)
              p2 = from_barycentric(v1, v2, v3, t2)
              p3 = from_barycentric(v1, v2, v3, t3)
              p4 = from_barycentric(v1, v2, v3, t4)
              Sketchup.active_model.entities.add_cpoint(p1)
              Sketchup.active_model.entities.add_cpoint(p2)
              Sketchup.active_model.entities.add_cpoint(p3)
              Sketchup.active_model.entities.add_cpoint(p4)
            Sketchup.active_model.commit_operation
            end #def get_texture_pins
            
            def to_barycentric(f1, f2, f3, p)
              area = heron(f1, f2, f3).to_f
              n = (f2.vector_to(f1))*(f2.vector_to(f3))
              # we need to change the algebraic sign when p lays outside of the triangle f1f2f3
              area1 = heron(f2, f3, p) * orientation([f2, f3, p], n)
              area2 = heron(f3, f1, p) * orientation([f3, f1, p], n)
              area3 = heron(f1, f2, p) * orientation([f1, f2, p], n)
              b = Geom;;Point3d.new()
              b.x = area1/area
              b.y = area2/area
              b.z = area3/area
              return b
            end #def to_barycentric
            
            def from_barycentric(f1, f2, f3, b)
              p = Geom;;Point3d.new()
              p.x = f1.x*b.x + f2.x*b.y + f3.x*b.z
              p.y = f1.y*b.x + f2.y*b.y + f3.y*b.z
              p.z = f1.z*b.x + f2.z*b.y + f3.z*b.z
              return p
            end #def from_barycentric
            
            # Heron's formular, area of a triangle
            def heron(p1, p2, p3)
              a = p1.distance(p2)
              b = p2.distance(p3)
              c = p3.distance(p1)
              s = 0.5*(a+b+c) # semiperimeter
              area = Math.sqrt( (s*(s-a)*(s-b)*(s-c)).abs )
              return area
            end #def heron
            
            # points are oriented counter-clockwise (1) or clockwise in comparison to normal1
            def orientation(points, normal1)
              orientation = 1
              normal2 = (points[1].vector_to(points[0]))*(points[1].vector_to(points[2]))
              orientation = -1 if normal2!=[0,0,0] && !normal1.samedirection?(normal2)
              return orientation
            end #def orientation
            
            
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            • A Offline
              Aerilius
              last edited by

              @aerilius said:

              Unfortunately it works only for affine texture transformations

              As said, my own strategy only dealt well with affine transformations. I did some research and found the proper code below for affine/projective coordinate transformations with matrix calculation etc. Translated from C code to Ruby.

              Usage: get_texture_pins(face, side)

              • with side = true for frontface, false for backface
              • returns: Array of 4 Geom::Point3d
                Note: SketchUp dynamically places the texture pins where the user clicks, thus they can be translated about u/v +/-1

              May it be useful.

              
              ##
              # from;
              # Paul S. Heckbert, Fundamentals of Texture Mapping and Image Warping, 1989
              # pages 68-73
              
              ##
              # determinant of a 2x2 matrix
              #
              def det2(a, b, c, d)
                return a*d - b*c
              end #def det2
              
              
              
              ##
              # matrix multiply; c = a*b
              #
              def mx3_mul(a, b)
                c = [[],[],[]]
                c[0][0] = a[0][0]*b[0][0] + a[0][1]*b[1][0] + a[0][2]*b[2][0]
                c[0][1] = a[0][0]*b[0][1] + a[0][1]*b[1][1] + a[0][2]*b[2][1]
                c[0][2] = a[0][0]*b[0][2] + a[0][1]*b[1][2] + a[0][2]*b[2][2]
                c[1][0] = a[1][0]*b[0][0] + a[1][1]*b[1][0] + a[1][2]*b[2][0]
                c[1][1] = a[1][0]*b[0][1] + a[1][1]*b[1][1] + a[1][2]*b[2][1]
                c[1][2] = a[1][0]*b[0][2] + a[1][1]*b[1][2] + a[1][2]*b[2][2]
                c[2][0] = a[2][0]*b[0][0] + a[2][1]*b[1][0] + a[2][2]*b[2][0]
                c[2][1] = a[2][0]*b[0][1] + a[2][1]*b[1][1] + a[2][2]*b[2][1]
                c[2][2] = a[2][0]*b[0][2] + a[2][1]*b[1][2] + a[2][2]*b[2][2]
                return c
              end #def mx3_mul
              
              
              
              ##
              # transform point p by matrix a; q = p*a
              #
              def mx3d_transform(p, a)
                q = []
                q[0] = p[0]*a[0][0] + p[1]*a[1][0] + p[2]*a[2][0]
                q[1] = p[0]*a[0][1] + p[1]*a[1][1] + p[2]*a[2][1]
                q[2] = p[0]*a[0][2] + p[1]*a[1][2] + p[2]*a[2][2]
                return q
              end #def mx3d_transform
              
              
              
              ##
              # invert matrix
              #
              def mx_invert(a)
                b = [[],[],[]]
                b[0][0] = a[1][1]*a[2][2] - a[2][1]*a[1][2]
                b[0][1] = a[2][1]*a[0][2] - a[0][1]*a[2][2]
                b[0][2] = a[0][1]*a[1][2] - a[1][1]*a[0][2]
                b[1][0] = a[2][0]*a[1][2] - a[1][0]*a[2][2]
                b[1][1] = a[0][0]*a[2][2] - a[2][0]*a[0][2]
                b[1][2] = a[1][0]*a[0][2] - a[0][0]*a[1][2]
                b[2][0] = a[1][0]*a[2][1] - a[2][0]*a[1][1]
                b[2][1] = a[2][0]*a[0][1] - a[0][0]*a[2][1]
                b[2][2] = a[0][0]*a[1][1] - a[1][0]*a[0][1]
                return b
              end #dev mx_invert
              
              
              
              ##
              # pmap_square_quad;
              # find the mapping matrix for transforming a 
              # unit square [0,0], [1,0], [1,1], [0,1]
              # into a quad
              #
              def pmap_square_quad(face, front=true)
                tolerance = 0.000001
                tw = Sketchup.create_texture_writer
                uv_helper = face.get_UVHelper true, true, tw
                # four points of a square
                v0 = face.vertices[0].position
                v1 = face.vertices[1].position
                vec0 = v0.vector_to(v1)#.normalize ?
                v1 = v0 + vec0
                vec1 = (vec0 * face.normal)#.normalize ?
                v2 = v0 + vec0 + vec1
                v3 = v0 + vec1
                # their uvq
                if front==true
                  uv0 = uv_helper.get_front_UVQ(v0)
                  uv1 = uv_helper.get_front_UVQ(v1)
                  uv2 = uv_helper.get_front_UVQ(v2)
                  uv3 = uv_helper.get_front_UVQ(v3)
                else
                  uv0 = uv_helper.get_back_UVQ(v0)
                  uv1 = uv_helper.get_back_UVQ(v1)
                  uv2 = uv_helper.get_back_UVQ(v2)
                  uv3 = uv_helper.get_back_UVQ(v3)
                end
                uv0 = uv0.to_a.collect!{|x| x /= uv0[2]}
                uv1 = uv1.to_a.collect!{|x| x /= uv1[2]}
                uv2 = uv2.to_a.collect!{|x| x /= uv2[2]}
                uv3 = uv3.to_a.collect!{|x| x /= uv3[2]}
                # transformation from square to quad
                t=[[],[],[]]
                px = uv0.x - uv1.x + uv2.x - uv3.x
                py = uv0.y - uv1.y + uv2.y - uv3.y
                 # affine
                if px.abs<tolerance && py.abs<tolerance # zero or near zero
                puts "affine"
                  t[0][0] = uv1.x - uv0.x
                  t[1][0] = uv2.x - uv1.x
                  t[2][0] = uv0.x
                  t[0][1] = uv1.y - uv0.y
                  t[1][1] = uv2.y - uv1.y
                  t[2][1] = uv0.y
                  t[0][2] = 0
                  t[1][2] = 0
                  t[2][2] = 1
                  return t
                 # projective
                else
                puts "projective"
                  dx1 = uv1.x - uv2.x
                  dx2 = uv3.x - uv2.x
                  dy1 = uv1.y - uv2.y
                  dy2 = uv3.y - uv2.y
                  del = det2(dx1, dx2, dy1, dy2)
                  return nil if del==0
                  t[0][2] = det2(px, dx2, py, dy2)/del
                  t[1][2] = det2(dx1, px, dy1, py)/del
                  t[2][2] = 1.0
                  t[0][0] = uv1.x - uv0.x + t[0][2] * uv1.x
                  t[1][0] = uv3.x - uv0.x + t[1][2] * uv3.x
                  t[2][0] = uv0.x
                  t[0][1] = uv1.y - uv0.y + t[0][2] * uv1.y
                  t[1][1] = uv3.y - uv0.y + t[1][2] * uv3.y
                  t[2][1] = uv0.y
                  return t
                end
              end
              
              
              
              ##
              # convert a specific uvq into xyz of object coordinate system
              # opposite of UVhelper.get_front_UVQ([x,y,z])
              #
              def UVQ_to_XYZ(uvq, face, transformation)
                # origin point and two vectors in 3d coordinates
                v0 = face.vertices[0].position
                v1 = face.vertices[1].position
                vec0 = v0.vector_to(v1)#.normalize ?
                vec1 = (vec0 * face.normal)#.normalize ?
                # texture coordinates to 2d coordinates
                xyw = mx3d_transform(uvq, mx_invert(transformation))
                xyw.x /= xyw[2]
                xyw.y /= xyw[2]
                # 2d coordinates to 3d coordinates
                xyz = Geom;;Point3d.new()
                xyz.x = v0.x + vec0.x * xyw.x + vec1.x * xyw.y
                xyz.y = v0.y + vec0.y * xyw.x + vec1.y * xyw.y
                xyz.z = v0.z + vec0.z * xyw.x + vec1.z * xyw.y
                return xyz
              end #def UVQ_to_XYZ
              
              
              
              ##
              # get the object coordinates of the texture pins of a face (front, or back)
              #
              # Note that SketchUp places the texture pins near where the user right clicks 
              # to position the texture. This means it could also be translated;
              #  [m+0,n+0,1]
              #  [m+1,n+0,1]
              #  [m+1,n+1,1]
              #  [m+0,n+1,1]
              def get_texture_pins(face, front=true)
                Sketchup.active_model.start_operation "get texture pins"
                t = pmap_square_quad(face, front)
                pins = [ UVQ_to_XYZ([0,0,1], face, t),
                         UVQ_to_XYZ([1,0,1], face, t),
                         UVQ_to_XYZ([1,1,1], face, t),
                         UVQ_to_XYZ([0,1,1], face, t)
                       ]
                # example; show pins with construction points
                pins.each{|p| Sketchup.active_model.entities.add_cpoint(p)}
                Sketchup.active_model.commit_operation
                return pins
              end #def get_texture_pins
              
              
              
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              • thomthomT Offline
                thomthom
                last edited by

                That's very interesting.

                btw...

                @aerilius said:

                Note: SketchUp dynamically places the texture pins where the user clicks, thus they can be translated about u/v +/-1

                From what I see, that is only true if the texture has not been positioned. If the use has positioned the texture, then the pins appear where they where last placed.

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

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                • thomthomT Offline
                  thomthom
                  last edited by

                  Btw, where was that C code?

                  Could be interesting to have that in a C Extension...

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

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                  • A Offline
                    Aerilius
                    last edited by

                    @unknownuser said:

                    Btw, where was that C code?

                    It's available as a pdf at the bottom of that page: http://www.cs.cmu.edu/~ph/

                    @thomthom said:

                    If the use has positioned the texture, then the pins appear where they where last placed.
                    I tested it again. It's true, when the user has changed the pins from their default positioning, they stick fixed. But still the uvq sometimes don't match the pins (once I got [-1,0,1] for the red pin).

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      You sure you don't need the fourth in order to get the skew and distortion?

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

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                      • A Offline
                        Aerilius
                        last edited by

                        I suddenly got a bit more understanding of what we actually do here... 💭

                        So this whole code is actually much simpler. SketchUp gives us a Q coordinate (that we didn't use so far). In fact we don't need a 4×4 transformation matrix (rectangle ←→ quadrilateral), but a 3×3 matrix is enough. That means we can get rid of very expansive calculations and even use SketchUp's native Geom::Transformation (which is 3×3). All the details in the code below and in this thread:

                        
                        module AE;end # (replace this by your author/company namespace!)
                        
                        
                        class AE;;UVHelper
                        
                        
                        # This initializes our UVHelper. It calculates the transformation matrix between
                        # model space (XYZ) and texture space (UVQ). We also create an instance of SketchUp;;UVHelper
                        # for faster conversion from model to texture space (but it can't do the reverse).
                        #
                        # @param [Sketchup;;Face] face The face on which we want to convert coordinates.
                        # @param [Sketchup;;Face] on_front True if you want the texture coordinates for the front face, false if not. Defaults to true.
                        # @param [Sketchup;;Face] on_back True if you want the texture coordinates for the back face, false if not. Defaults to true.
                        # @param [Sketchup;;TextureWriter] tw A TextureWriter object.
                        #
                        # @return [AE;;UVHelper]
                        def initialize(face, on_front=true, on_back=true, tw=Sketchup.create_texture_writer)
                          @face = face
                          ### Get the native UVHelper for for conversion from XYZ to UVQ.
                          @uvh = face.get_UVHelper(on_front, on_back)
                          ### Get a transformation matrix for UVQ to XYZ.
                          # Since every quadrilateral can be understood as a perspectivic projection of a 3d rectangle,
                          # we do not need to find a transformation [square <-> quadrilateral] (4x4 matrix) but only an
                          # affine transformation in 3d space (3x3 matrix, can use Geom;;Transformation!).
                          #
                          # Get 3 points of a square of size 1*1. It spans a local 2d space of the face's plane (XY).
                          p0 = face.vertices[0].position
                          p1 = face.vertices[1].position
                          vec01 = p0.vector_to(p1).normalize
                          p1 = p0 + vec01
                          vec12 = (vec01 * face.normal)
                          p2 = p1 + vec12
                          # For one side of the face
                          get_transformation = Proc.new{|side|
                            # Get their uvq
                            uvq = [p0,p1,p2].collect{|p|
                              get_UVQ(p, side)
                            }
                            # Get the transformation of the between model space (XYZ) and the face (XY).
                            txyz = Geom;;Transformation.axes(p0, vec01, vec12, face.normal) # * scaling(1)
                            # Get the transformation of the between the face (XY) and UVQ.
                            # Since we have input a square, it corresponds to a rectangle in UVQ space
                            # and we may use an axes transformation (that's why 3 points are enough).
                            vecuvq01 = uvq[0].vector_to(uvq[1])
                            vecuvq12 = uvq[1].vector_to(uvq[2])
                            vecuvqn = vecuvq01*vecuvq12
                            tuvq = Geom;;Transformation.axes(uvq[0], vecuvq01, vecuvq12, vecuvq01*vecuvq12) *
                                   Geom;;Transformation.scaling(ORIGIN, vecuvq01.length, vecuvq12.length, 1)
                            # The combined transformation from texture space to model space.
                            t = txyz * tuvq.inverse
                            # The projection plane (necessary if confronted with UV and Q=1)
                            plane = [uvq[0], vecuvqn]
                            [t, plane]
                          }
                          @t_front_uvq2xyz = @t_back_uvq2xyz = Geom;;Transformation.new()
                          @plane_front = @plane_back = [ORIGIN, Z_AXIS]
                          @t_front_uvq2xyz, @plane_front = get_transformation.call(true) if on_front
                          @t_back_uvq2xyz, @plane_back = get_transformation.call(false) if on_back
                        end
                        
                        
                        # Wrapper method for Sketchup;;UVHelper (more useful with front/back Boolean)
                        #
                        # @param [Geom;;Point3d, Array] xyz A point in model space.
                        # @param [Boolean] on_front Whether you want the texture coordinates for the front face or the back face.
                        #
                        # @return [Geom;;Point3d] Point The corresponding point in texture space (UVQ).
                        def get_UVQ(xyz, on_front=true)
                          return (on_front)? @uvh.get_front_UVQ(xyz) ; @uvh.get_back_UVQ(xyz)
                        end
                        
                        
                        # Get the coordinates in model space from given coordinates in texture space.
                        #
                        # @param [Geom;;Point3d, Array] uvq A point in texture space (UV or UVQ).
                        # @param [Boolean] on_front Whether you want the model coordinates for the front face or the back face.
                        #
                        # @return [Geom;;Point3d] Point The corresponding point in model space (XYZ).
                        def get_XYZ(uvq, on_front=true)
                          # If the input is a 2d texture coordinate (UV with Q==1) it may not lay on the 
                          # projection plane and our transformation won't work with a 3x3 matrix. 
                          # Thus find the correct Q value on the projection plane.
                          vec_q = [uvq[0]*2, uvq[1]*2, (uvq[2]||1)*2]
                          uvq = Geom.intersect_line_plane([uvq, vec_q], (on_front)? @plane_front ; @plane_back)
                          return uvq.transform((on_front)? @t_front_uvq2xyz ; @t_back_uvq2xyz)
                        end
                        
                        
                        # Get the coordinates in model space from given coordinates in texture space.
                        #
                        # @param [Geom;;Point3d, Array] Point A point in texture space (UV or UVQ).
                        # @param [Boolean] on_front Whether you want the texture pins for the front face or the back face.
                        #
                        # @return [Geom;;Point3d] Point The corresponding point in model space (XYZ).
                        def get_texture_pins(on_front=true)
                          pins = [ get_XYZ([0,0,1], on_front),
                                   get_XYZ([1,0,1], on_front),
                                   get_XYZ([1,1,1], on_front),
                                   get_XYZ([0,1,1], on_front),
                                 ]
                          # example; show pins with construction points
                          Sketchup.active_model.start_operation "get texture pins"
                          pins.each{|p| Sketchup.active_model.entities.add_cpoint(p)}
                          Sketchup.active_model.commit_operation
                          return pins
                        end #def get_texture_pins
                        
                        
                        end
                        
                        
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                        • thomthomT Offline
                          thomthom
                          last edited by

                          SketchUp's Texture Pins

                          get_texture_pins


                          Sample Model

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

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                          • A Offline
                            Aerilius
                            last edited by

                            Hmm, about skewing I'm not sure, but I see it works without. I think for 4 points there are 8 degrees of freedom (? 4*[U,V] if Q=1 is constant). With varying Q it works also with 3 points 3*[U,V,Q]=9 (?).

                            Edit: I haven't experienced before what your image/skp shows. One construction point is across the inversion horizont of the texture (where it grows after shrinking). I have to see what can be done...

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              When you position a texture SketchUp let you provide the following Point3d and UV pairs:

                              1x : Position
                              2x : Position and Scale Uniform
                              3x : Position and Skew
                              4x : Perspective Distortion

                              So for the reverse one does need all four points as well - without it you lose the data.

                              Many render engines struggle with SketchUp's distorted textures - mainly because they read the UV data from the vertices of the face. That fails when a triangle has a distorted texture applies. And it is why SU's UV mapping methods accepts 3D points that are on the plane of the face instead of using the vertices.

                              Several render engines works around it by triangulating the mesh and reading the texture for each triangle - it doesn't give correct UV map though - as they only read 3 point they only get a skewed map. For some geometry you hardly notice it, but other times it is very visible.

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

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                              • A Offline
                                Aerilius
                                last edited by

                                But since a texture is 2d, it has 8 degrees of freedom on the plane. You need four points with 2d coordinates (UV) to sufficiently define texture position/skew/distortion. With 3d texture coordinates, we have already enough data in three 3d points (UVQ) (the third Q coordinate contains the missing info).

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @aerilius said:

                                  With 3d texture coordinates, we have already enough data in three 3d points (UVQ) (the third Q coordinate contains the missing info).

                                  I never worked out how to use that value... I tried asking the SketchUppers - but there feedback hasn't really provided anything...

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

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                                  • renderizaR Offline
                                    renderiza
                                    last edited by

                                    I am so frustrated that I don’t possess the knowledge yet to understand most of this discussion. Correct me if I am wrong but could this code make animating textures possible? If so I am very interested in trying to figure how I can do this myself.

                                    [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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