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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

      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 離線
        summerson1990
        最後由 編輯

        @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 離線
          fredo6
          最後由 編輯

          @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 離線
            goldviper
            最後由 編輯

            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 離線
              fredo6
              最後由 編輯

              @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 離線
                germscb21
                最後由 編輯

                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 離線
                  kakashi66
                  最後由 編輯

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

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                  • pbacotP 離線
                    pbacot
                    最後由 編輯

                    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 離線
                      Dmeat
                      最後由 編輯

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

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                      • TIGT 離線
                        TIG Moderator
                        最後由 編輯

                        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 離線
                          maxder
                          最後由 編輯

                          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 離線
                            jonorman
                            最後由 編輯

                            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 離線
                              pilou
                              最後由 編輯

                              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 離線
                                jonorman
                                最後由 編輯

                                Ok, a bit short explanation 😄

                                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.. 😕 (I don't belivee it 😄)

                                Hope this makes sense 😄

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                                • M 離線
                                  misticalages
                                  最後由 編輯

                                  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. 🤓 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 離線
                                    suprachs
                                    最後由 編輯

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


                                    icon visible

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                                    • fredo6F 離線
                                      fredo6
                                      最後由 編輯

                                      @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 離線
                                        rv1974
                                        最後由 編輯

                                        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 離線
                                          tomaszdrgas
                                          最後由 編輯

                                          ​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 離線
                                            tomaszdrgas
                                            最後由 編輯

                                            @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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