[Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16
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Fredo, is it possible to add ability to assign (globally ) front face materials to corresponding back faces AND preserve front faces texture coordinates?
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@rv1974 said:
Fredo, is it possible to add ability to assign (globally ) front face materials to corresponding back faces AND preserve front faces texture coordinates?
In principle, the UV are mirrored on the backface.
Can you first try FredoTool:ReverseOrientFace to see if this does the job with the good mirroring on the back face.
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@unknownuser said:
In principle, the UV are mirrored on the backface.
Can you first try FredoTool:ReverseOrientFace to see if this does the job with the good mirroring on the back face
In my tests your ReverseOrientFace is completely OK on transferring UV's when flipping.
Does it mean you potentially could add my request to ThruPaint or ReverseOrientFace?
Off-topic Minor issue: In ReverseOrientFace I can't make make tooltips work (they are enabled and SU restarted) -
Just to be sure, you want a very unusual behavior, which is that the UV on the other side of the face are different.
In Sketchup, ThruPaint, etc... the flipping of faces or the painting on both sides of a face keeps the UV identical (so that if the material is transparent, you see only one texture).
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In simple words I need singe click solution that'd take everything I see on front and apply in exact manner to the back (no matter what happens currently on the back, it will be replaced with front textures).
Theoretically ThruPaint is good if you'd start from the scratch and use TruPaint exclusively all the way. -
Do you have an example. I am still not sure of what you want.
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The same components with the same material applied, but with randomized UV's..
Is it theoretically possible in current SU? Maybe some trick thru dynamic components? -
@rv1974 said:
The same components with the same material applied, but with randomized UV's..
Is it theoretically possible in current SU? Maybe some trick thru dynamic components?Still not clear...
Component instances behave the same when you paint their elements. And there is no control of UV when you paint their instances. -
Why is there a limit for only 5000 faces interactively refreshed while manipulating with the texture? Sometimes it's not possible to see interactive results on high poly meshes.
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I could increase the limit, as apparently machines become more powerful.
Still, what it means that you can preview the 5000 faces around the face where you manipulate the gizmo. So It should be sufficient to see what is going on.
Fredo
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@fredo6 said:
I could increase the limit, as apparently machines become more powerful.
Still, what it means that you can preview the 5000 faces around the face where you manipulate the gizmo. So It should be sufficient to see what is going on.
Fredo
I think my GIF screen record above shows that in some cases it's not so comfortable to see what is going on when we've got a highpoly surface. Did you see it? Of course I can make a position of texture I need in other ways. But I was just interested about why did you do such a limitation and ask if it's ok if you could allow us to increase this value.
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@summerson1990 said:
But I was just interested about why did you do such a limitation and ask if it's ok if you could allow us to increase this value.
As you show in the GIF video, the interactivity of the transformation is slowed down when you use a high number of faces.
It's OK for increasing the number, but you may then suffer from a lag as you play with the gizmo. -
Please help
How can i enable nodes for non uniform scale
my Thrupaint only has pink node for uniform scale? -
@goldviper said:
Please help
How can i enable nodes for non uniform scale
my Thrupaint only has pink node for uniform scale?The non uniform scaling is only available when you paint with the Quad Mesh UV or the Project UV modes, not with the Natural mode.
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Hi guys, i tried to download but it keeps loading forever and it never actually downloads it. I tried also downloading from the extension manager or directly from fredo tools in skp, but it doesnt work.. plzz heeelp
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Is this plugin still available? It doesn't come up with any search.
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TruPaint is now installed as part of FredoTools. See first post above, and read down towards the bottom, or go look for FredoTools.
For that matter I don't know if the search is working right on the store, but you can find FreodTools in a full listing of Fredo6 plugins in the search
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hi everyone, is the downloadlink broken, or is it just me?
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What 'downlink' ?
https://sketchucation.com/pluginstore?pln=FredoTools
works fine...
You do need to be logged in to the PluginStore ?? -
I have been modeling in SU for years and have gained so much from the plugins and discussions with Fredo, Thom Thom, Tig and many others.
But I have been going in circles figuring out a UV workflow for taking my SU model into UE4 using Datasmith. My architectural forms are not super complex or organic, but a fair amount of curved surfaces and some double curvature. I have been using SubD and Quadface Tools.
I have played with SketchUV, Wrap-r and Thrupaint. Thrupaint is the most intuitive to me, but it says that it is not actually UV Mapping, and I don't know enough about UV to know what that means. Will it get me into trouble in UE4 (which I haven't trained on yet)? Or will it be enough for Datasmith to convert properly?
I haven't been able to get SketchUV to work with SubD quads unless I de-triangulate, which in turn messes with my curved geometry.
I thought Wrap-r was the solution when I unwrapped and textured the control mesh, but then it is distorted when I SubD. Unwrapping the subdivided mesh seems to be a royal pain. I am not trying to add edge wear or anything at least in SU, just want stand-in metal, stone and wood textures, but as seamless as possible.
Again, Thrupaint is the most intuitive tool for me, but is it UV mapping or not? I appreciate any help anyone can give.
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