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

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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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                                • M Offline
                                  misticalages
                                  last edited by

                                  Hello dear Fredo,

                                  I come across a problem regarding ThruPaint, makeing it exporting separate material for each face, which i don't want it to happen. πŸ€“ Final model exports and it has for like 238 materials and so...

                                  I encountered and found out when i was changing the material and deleting it, the error it never happens. 😐

                                  Using Sketchup 2020 and the last FredoTools on the sketchUcation.

                                  https://discourse-cloud-file-uploads.s3.dualstack.us-west-2.amazonaws.com/sketchup/original/3X/c/c/ccaa7394f365bbd6c76312fcda8d503ecfef5377.png

                                  Thank you.
                                  Misticalages

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                                  • S Offline
                                    suprachs
                                    last edited by

                                    I am using sketchup pro 2020, installed ThruPhaint, does not show buttons, images cannot be used.


                                    icon visible

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                                    • fredo6F Offline
                                      fredo6
                                      last edited by

                                      @suprachs said:

                                      I am using sketchup pro 2020, installed ThruPaint, does not show buttons, images cannot be used.

                                      Are you on Sketchup 2016?

                                      If so, you need to take the legacy version of LibFredo6 and the legacy version of FredoTools.

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                                      • R Offline
                                        rv1974
                                        last edited by

                                        Fredo may I ask some childish question?
                                        Is there any fundamental difficulty to implement Natural UV mode that is aligned to longes edges of the tube-like surfaces? Just like QuadMesh UV mode but without distortions?

                                        Legend:
                                        1- QuadMesh UV mode (almost OK except distortions)
                                        2- Current Natural UV mode (messy)
                                        3- The desired one- every segment of the tube gets aligned to direction distortion-free UV mapping. I can achieve it with a current Natural UV mode (clicking segment by segment) but is it possible to get it with single click?


                                        Capture.JPG

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                                        • T Offline
                                          tomaszdrgas
                                          last edited by

                                          ​It doesn't crush ENScape or something so don't worry..
                                          Enscape is a render plugin for sketchup and few other like Rhino, Vectorworks..

                                          I found that if I set up an ENS material and "Save As" it to some library, Fredo6 ThruPaint (which I use actually instead of native paint bucket) doesn't see ENS specific settings when introducing new material to the model.. It works with no problem when material is already one of the materials.

                                          So if You have created a library of ENS setted up materials and want to use them in Your model, than when You pick the material from that library and paint it in Your model for the first time do it with native sKetchup Paint Tool. ThruPaint will make it a 'flat' sKetchup material loosing any links to bump, roughness etc. and mixing Tint Color and Color settings into texture image..

                                          I don't really know who should fix what in order to make it work so I let know to both. I love ThruPaint and I have to use ENS.

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                                          • T Offline
                                            tomaszdrgas
                                            last edited by

                                            @rv1974 said:

                                            Fredo may I ask some childish question?
                                            Is there any fundamental difficulty to implement Natural UV mode that is aligned to longes edges of the tube-like surfaces? Just like QuadMesh UV mode but without distortions?

                                            I guess that main problem is that plugin doesn't really know which direction is prefered one,. maybe we could assume the red 'U' direction..
                                            Second problem ThruPaint tries very hard to make texturing continues.. As far as I have seen Your desired result it has breakes on every bend of tube.. So I guess You want some mix of 'quad' abd 'natural uv' modes.. Just select and paint each segment seperatly with 'natural uv'.. As You did I guess..

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