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    [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

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    • fredo6F 離線
      fredo6
      最後由 編輯

      Oxer,

      Thanks for signaling.

      Could you type the following in the Ruby console and send me the output
      Sketchup.read_default "FredoTools_ThruPaint", "Param"

      Thanks

      Fredo

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      • OxerO 離線
        Oxer
        最後由 編輯

        This is the output in Ruby Console:
        Output Ruby Console.png

        "The result is the end what is important is the process" by Oxer
        [http://www.oxervision.blogspot.com/(http://www.oxervision.blogspot.com/)]

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        • fredo6F 離線
          fredo6
          最後由 編輯

          Oxer,

          Thanks. Did you type the command with Thea installed or uninstalled (because the string is correct)?

          Fredo

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          • OxerO 離線
            Oxer
            最後由 編輯

            With Thea installed, I probed to type the command before and after to use Thea4SU and the result in the ruby console is the same.

            "The result is the end what is important is the process" by Oxer
            [http://www.oxervision.blogspot.com/(http://www.oxervision.blogspot.com/)]

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            • TIGT 離線
              TIG Moderator
              最後由 編輯

              Perhaps Thea uses a materials-observer and that then clashes with how this Fredo tool works ?
              Other renderers like Twilight probably have something similar too, without clashing; so it will be fixable, but then that's probably needed on the Thea side...

              TIG

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              • thomthomT 離線
                thomthom
                最後由 編輯

                Many render engines has a tendency to cause instability due to observers. Now, I do think ThruPaint also uses some observers. It's not easy to work out where the conflict lies when most render engines scramble their files (understandably).

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

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                • fredo6F 離線
                  fredo6
                  最後由 編輯

                  The issue does not seem to be related to observers but to a corruption in the Plist registry, since Sketchup.read_default returns a corrupted string.
                  What is not clear is the relation with Thea Render and where this can come from.

                  I don't know is any other users on Mac, using both Thea and ThruPaint (and Ivy) have met this problem!

                  Fredo

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                  • pbacotP 離線
                    pbacot
                    最後由 編輯

                    I am trying to setup Sketchup on a Mac Mountain Lion computer. When I load Thrupaint the dialog is cramped and tiny. Obviously I can't work with this. What determines this? The dialog for Curviloft is the same.

                    Has anyone had luck with this and Mountain Lion? It's on a 15" retina display laptop.


                    Screen Shot 2013-03-11 at 9.47.37 PM.png

                    MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                    • jarynzlesaJ 離線
                      jarynzlesa
                      最後由 編輯

                      Somebody should give you a gold medal dear Fredo6 👍

                      http://www.vizualizaceschodiste.mypage.cz/

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                      • P 離線
                        Pherim
                        最後由 編輯

                        I really love this plugin, it is probably the one I use most often, just because it makes texturing so much more quick and easy than with the native tool. However, the QuadMesh-Mode does not work when exporting the meshes to other programs, because the textures get distorted. First I had this problem with Walkabout3D and now it happens when I export objects to Unity engine with Playup Tools. Is this due to limitations in Sketchup or could this be fixed somehow? Might this work better with SketchUV? Haven't tried but I think I am going to purchase it, just noticed the price drop.

                        edit: It worked with SketchUV. Still this plugin is amazing.

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                        • fredo6F 離線
                          fredo6
                          最後由 編輯

                          @pherim said:

                          I really love this plugin, it is probably the one I use most often, just because it makes texturing so much more quick and easy than with the native tool. However, the QuadMesh-Mode does not work when exporting the meshes to other programs, because the textures get distorted. First I had this problem with Walkabout3D and now it happens when I export objects to Unity engine with Playup Tools. Is this due to limitations in Sketchup or could this be fixed somehow? Might this work better with SketchUV? Haven't tried but I think I am going to purchase it, just noticed the price drop.

                          edit: It worked with SketchUV. Still this plugin is amazing.

                          The Quadmesh mode deforms the texture, which is not well handled by Sketchup, as it only supports 'perspective' deformation. In some model, this is OK, in others it is not. Very often, the best technique is to have a set of patches with projected texture and take care of their nice junctions. In any case, you are right to use SkethcUV which is a great plugin and is much more powerful for accurate texturing.

                          Fredo

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                          • P 離線
                            Pherim
                            最後由 編輯

                            Just wanted to add to my previous post, that I have since discovered that ThruPaint and SketchUV really work well together. For example, if I paint a texture in Quadface mode with ThruPaint it will be distorted when I export the model to Unity, as I wrote before. However, when I use SketchUV to triangulate the faces after applying the texture with ThruPaint, the mapping gets preserved and the export works perfectly. So thanks a lot to the creators of both plugins, they complete each other wonderfully.

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                            • R 離線
                              romanticlife
                              最後由 編輯

                              @guanjin said:

                              @unknownuser said:

                              your interface and icons are ugly, but these tools are EFFING amazing!!!!!! Really cant believe these things are possible in Sketchup (wheres the clapping hands icon) - and very gracious of you to make them free, i will definitly donate!

                              please fix graphic interface and icons 😄

                              support, all of the powerful plug-in, Fredo6 the selfless spirit! Admire

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                              • bac9-flclB 離線
                                bac9-flcl
                                最後由 編輯

                                I'm not sure I understand how Natural UV mode is supposed to work. No mesh I've tried it with ever got continuous texture mapping like one stock SU painting tool in Alt-mdode is capable of applying. Only the rotation is rarely repeated properly, but the position of the tile in UV space is completely off. Here is a simple example, two bent rectangular columns made with some repeated rotations and pulls. Simple sequence of faces, no triangles, no bidirectional corners.

                                http://i.imgur.com/aofDWi1.jpg

                                Stock SU paint bucket tool creates proper continuous texture mapping for each face based on UVs from the border of each previous face (of course, you have to edit the coordinates on the first face at least once to override the automatic projection mapping). ThruPaint produces a seemingly random sequence of tile positions and rotations even if the first face mapping was modified and even though the faces were painted in order, just like with the stock tool.

                                Some more examples of the behavior I'm trying to get (easily achieved with the stock Paint Bucket tool and Alt key sampling of each face texture mapping through the sequence):

                                http://img.gameru.net/img/accff.jpg

                                http://img.gameru.net/img/734f3.jpg

                                http://img.gameru.net/img/db033.jpg

                                http://img.gameru.net/img/6e45a.jpg

                                http://img.gameru.net/img/51132.jpg

                                http://img.gameru.net/img/591af.jpg

                                http://img.gameru.net/img/5ce0b.jpg

                                What am I missing to get that essential feature to work? As you surely know, GPUs treat every edge without continuous texture mapping as a set of two edges (i.e. borders of a UV islands), which is why results like those aren't particularly useful if you don't want to render more than twice vertices than necessary. Surely I'm just overlooking some setting or hotkey.

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                                • fredo6F 離線
                                  fredo6
                                  最後由 編輯

                                  Interesting. You seem to understand how UVs work with Sketchup.

                                  Would you have a sample model, with your texture, so that I try and see what is going on.

                                  Thanks

                                  Fredo

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                                  • S 離線
                                    sahol
                                    最後由 編輯

                                    Excuse me how do I download this plugin?

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                                    • massimoM 離線
                                      massimo Moderator
                                      最後由 編輯

                                      From the very first post of the thread:
                                      Cattura.JPG

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                                      • S 離線
                                        sahol
                                        最後由 編輯

                                        Thank you so much!

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                                        • bac9-flclB 離線
                                          bac9-flcl
                                          最後由 編輯

                                          @fredo6 said:

                                          Interesting. You seem to understand how UVs work with Sketchup.
                                          Would you have a sample model, with your texture, so that I try and see what is going on.

                                          Thanks
                                          Fredo

                                          Sure, here is a model with that texture, two sample meshes and two examples of stock texture mapping. Switch between the scenes to navigate it.

                                          http://www.sendspace.com/file/v3c52c

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                                          • fredo6F 離線
                                            fredo6
                                            最後由 編輯

                                            @bac9-flcl said:

                                            Sure, here is a model with that texture, two sample meshes and two examples of stock texture mapping. Switch between the scenes to navigate it.

                                            I am not sure of what you try to achieve.

                                            You cannot paint the shape in one go, because ThruPaint will try to go around the shape while going up (The first goal was to paint smooth meshes).

                                            So you need to paint each side separately, as illustrated in the video.

                                            ThruPaint - Texture natural 2.gif

                                            Please advise if I missed something

                                            Fredo


                                            texture_mapping SU8.skp

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