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

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    • fredo6F Offline
      fredo6
      last edited by

      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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      • R Offline
        rv1974
        last edited by

        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.

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        • fredo6F Offline
          fredo6
          last edited by

          Do you have an example. I am still not sure of what you want.

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          • R Offline
            rv1974
            last edited by

            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?

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            • fredo6F Offline
              fredo6
              last edited by

              @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.

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              • summerson1990S Offline
                summerson1990
                last edited by

                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.


                Screenshot_19.png


                Here is a GIF as an example

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                • fredo6F Offline
                  fredo6
                  last edited by

                  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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                  • summerson1990S Offline
                    summerson1990
                    last edited by

                    @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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                    • fredo6F Offline
                      fredo6
                      last edited by

                      @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.

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                      • G Offline
                        goldviper
                        last edited by

                        Please help
                        How can i enable nodes for non uniform scale
                        my Thrupaint only has pink node for uniform scale?

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                        • fredo6F Offline
                          fredo6
                          last edited by

                          @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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                          • G Offline
                            germscb21
                            last edited by

                            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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                            • K Offline
                              kakashi66
                              last edited by

                              Is this plugin still available? It doesn't come up with any search.

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                              • pbacotP Offline
                                pbacot
                                last edited by

                                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

                                MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                                • D Offline
                                  Dmeat
                                  last edited by

                                  hi everyone, is the downloadlink broken, or is it just me?

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                                  • TIGT Offline
                                    TIG Moderator
                                    last edited by

                                    What 'downlink' ?
                                    https://sketchucation.com/pluginstore?pln=FredoTools
                                    works fine...
                                    You do need to be logged in to the PluginStore ??

                                    TIG

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                                    • M Offline
                                      maxder
                                      last edited by

                                      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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                                      • J Offline
                                        jonorman
                                        last edited by

                                        Are there any known issues with Twinmotion and its sync plugin ??? Each time I reload the models after saving, i have to retexture in Twinmotion.

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                                        • pilouP Offline
                                          pilou
                                          last edited by

                                          Sorry no problem for me : with ThruPaint or Not!
                                          The Sync works like a charm! 😎
                                          (Su 2017 Make --> TwinMotion 2019 free )
                                          I believe that we must have the SU Pro for Sync with free TwinMotion 2020 ?

                                          When you say "reload" what is exactly ?
                                          Direct from SU with the Twin Sync plugin or a simple reload inside Twin after saved a SU FIle ?

                                          Frenchy Pilou
                                          Is beautiful that please without concept!
                                          My Little site :)

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                                          • J Offline
                                            jonorman
                                            last edited by

                                            Ok, a bit short explanation πŸ˜„

                                            Example.

                                            I model a pipe, steel pipe. Create a material in SU and load a albedo image. Then i use Fredos Thru paint (latest version) and i texture it using Quadmesh UV mapping. The texture adds nicely in SU and I`m all happy to send it to TM using the sync tool (No merging, keeping all objects)
                                            When the model shows up in TM, i load the rest of the textures, roughness, metallic and bump.
                                            The model looks good in TM.
                                            Now I save the model in SU and TM and shut down for the day.

                                            Next day: Open SU model, open Twinmotion model.. Maybe I add somthing in SU, maybe a second pipe, using the same workflow as described above, and syncing with TM The material i added on the first pipe the day before are gone and replaced with the one from SU.
                                            I have to reload all the other maps. Rough, metallic and bump..

                                            This happens every time. I found another comment on this issue in the TM forums, saying it had to do with our favorite mapping tools, Thrupaint.. πŸ˜• (I don't belivee it πŸ˜„)

                                            Hope this makes sense πŸ˜„

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