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

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    • urgenU 離線
      urgen
      最後由 編輯

      ....O-O-O! ☀ thank you Fredo! 👍

      --pupil forever...------

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      • W 離線
        wolfy
        最後由 編輯

        @wolfy said:

        @unknownuser said:

        @wolfi

        Just a few other questions, as I am unable to reproduce it (and apparently it does not happen for the first users of ThruPaint)

        1. Which version of SU

        2. After you use ThruPaint with a material in the model (so no bugsplat) and you try a material in the Library, do you still get a bugsplat?

        3. do you get a bugsplat if instead of a group, you paint a shape at top level of the model, or a true Component?

        Thanks

        Fredo

        Fredo,

        It seems to work beautifully on my work computer. ☀
        I will reinstall again and hopefully eliminate this bugsplat deal.
        Thank you for your responses and I'll be sure to post my reinstall status.

        Hi Fredo,
        Well the bugsplat continues on my laptop. I've installed the new version with the same result.
        Again, if the material already lives in the model it works just great. Only when a new material is applied using the plugin do I get a bugsplat.
        I've tried all types of shapes, groups, components, materails, you name it, all with the same result.
        I'm using the latest version of SU Pro, Windows 7 64 bit if that helps, and all your other plugins run perfectly smooth.
        Thanks again Fredo for your excellent work!

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        • fredo6F 離線
          fredo6
          最後由 編輯

          @wolfi,

          It might be a conflict with another plugin, which you would not have in the PC at the office.
          Do you have any plugins dealing with materials or UV mapping?

          For this, ould you type in the Ruby Console Sketchup::Material.instance_methods.join("\n") and advise on what it returns.

          Thanks

          Fredo

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          • sadyoS 離線
            sadyo
            最後由 編輯

            This is an Awesome Plugin Mr Fredo,
            Just wanna ask, how to get rid or fixing these Red area beside click the Esc button?

            http://photoserver.ws/images/30gI4f8a92aa048fa.jpg

            And one thing,
            If i'm using the Natural UV, material on the Top is look nice, but look a bit mesh at the back.

            http://photoserver.ws/images/X1Sv4f8a9608d00fc.jpg

            Is that something i should do ❓

            Thanks Mr. Fredo

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            • fredo6F 離線
              fredo6
              最後由 編輯

              @sadyo

              In the case of your cushion, you could maybe split it in 2 symmetrical parts since the upper face and borders looks fine.

              The Mesh UV mode looks less adpated because the shape is not generated as a Quadface mesh but with random triangles. Visually, you could however make it a quad mesh if you guide the reconstruction of the mesh by marking diagonals.

              Keep in mind that ThruPaint is not at all an UV Mapping tool (you should use SketchUV for that). The natural mode just extend the UVs of the initial face to all adjacent faces with a few corrections. But it cannot solve the geometrical problem that it is not possible to warp an arbitray 3D Shape with a flat piece of paper.

              Fredo

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              • R 離線
                rv1974
                最後由 編輯

                Fredo this is yet another pearl!
                A couple of questions\wishes:
                1/ How could I get back the native Alt-key eyedropper?
                2/ How to correct the UVW mapping on the surface #1 (see attached)?
                3/ If only the Thrupaint could bend the textures along selected curves (AB) (upon unquadrified surfaces (#2) it'd really amazing!

                Thank you for your efforts!


                asphalt.skp

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                • fredo6F 離線
                  fredo6
                  最後由 編輯

                  @rv1974 said:

                  1/ How could I get back the native Alt-key eyedropper?

                  You can call the native Paint Tool from ThruPaint (key F9 or small button on the right of palette).
                  SU Env native.png
                  There is a sampler in ThruPaint (press Enter when you mouseover a face), but it is restricted to the model and does not detect projected textures, as this is not available from Ruby.
                  Sampler ThruPaint.png

                  @rv1974 said:

                  2/ How to correct the UVW mapping on the surface #1 (see attached)?

                  Unfortunately, this is not possible, because Sketchup uses only Perspective mapping, not bilinear mapping.
                  Perspective mapping.png
                  This perspective effect is attenuated if you grid the face into smaller cells (quads or triangles), for instance with Curviloft.
                  Road ThruPaint.jpg

                  @rv1974 said:

                  3/ If only the Thrupaint could bend the textures along selected curves (AB) (upon unquadrified surfaces (#2) it'd really amazing!

                  I will need to find or develop a small algorithm for quadifying a face nicely. Then you are back to case 2) above. But with a mesh which is dense enough it should work.

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                  • R 離線
                    rv1974
                    最後由 編輯

                    what a comprehensive support! Frankly I don't deserve it )
                    The last sentence improvement would be a killer!
                    Thank you so much!

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                    • pilouP 離線
                      pilou
                      最後由 編輯

                      @unknownuser said:

                      I will need to find or develop a small algorithm for quadifying a face nicely.

                      QuadfaceTools by Thomthom ?
                      Or the quadrilaterizer by TiG ?

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

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                      • pilouP 離線
                        pilou
                        最後由 編輯

                        La quadrature du cercle alors! 😉

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

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                        • fredo6F 離線
                          fredo6
                          最後由 編輯

                          @rv1974 said:

                          what a comprehensive support! Frankly I don't deserve it )

                          Just to be clearer, the density of the mesh is the only way to get the texture 'reasonably' distorted. When quads are too much like a triangle, the perspective distortion shifts the texture mapping.
                          Asphalt 1.png

                          In the case of your texture, that may help to do the trick, but it's a pity to have to generate so many faces
                          Asphalt 2.png

                          @Pilou
                          It is not so easy to generate the right mesh in the general case (and in this particular case).
                          Asphalt Quadrilaterizer.png

                          ...and QuadFaceTools only manages quad meshes which it can triangulate, but not any polygon.

                          I think Whaat has developed an more adapted algorithm as part of SketchUV.

                          Fredo

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                          • alvisA 離線
                            alvis
                            最後由 編輯

                            Thank you very very very very much.

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                            • T 離線
                              tina0603
                              最後由 編輯

                              thanks!!!!

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                              • P 離線
                                Pherim
                                最後由 編輯

                                Absolutely stunning! One of the best plugins I have seen so far (besides your others)! I think I will never use the native paint tool again.

                                And it's free! You are amazing!

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                                • W 離線
                                  wolfy
                                  最後由 編輯

                                  @unknownuser said:

                                  @wolfi,

                                  It might be a conflict with another plugin, which you would not have in the PC at the office.
                                  Do you have any plugins dealing with materials or UV mapping?

                                  For this, ould you type in the Ruby Console Sketchup::Material.instance_methods.join("\n") and advise on what it returns.

                                  Thanks

                                  Fredo

                                  Fredo,
                                  Entered your code into ruby console and it returned the following (sorry in advance for the length):

                                  dclone
                                  write_thumbnail
                                  profile_member?
                                  methods
                                  attribute_dictionaries
                                  get_attributes
                                  remove_observer
                                  instance_variable_defined?
                                  taint
                                  name
                                  name=
                                  id
                                  set_attribute
                                  singleton_methods
                                  respond_to?
                                  entityID
                                  nil?
                                  send
                                  protected_methods
                                  get_attribute
                                  tainted?
                                  display_name
                                  untaint
                                  instance_of?
                                  typename
                                  equal?
                                  method
                                  hash
                                  private_methods
                                  attribute_dictionary
                                  send
                                  materialType
                                  kind_of?
                                  freeze
                                  eql?
                                  object_id
                                  has_attributes?
                                  id
                                  public_methods
                                  instance_eval
                                  deleted?
                                  is_a?
                                  delete_attribute
                                  type
                                  valid?
                                  instance_variables
                                  use_alpha?
                                  frozen?
                                  alpha
                                  to_a
                                  alpha=
                                  class
                                  <=>
                                  instance_variable_get

                                  between?

                                  parent
                                  color
                                  to_s
                                  extend

                                  =
                                  <=
                                  color=
                                  clone
                                  instance_variable_set
                                  =~
                                  <

                                  model
                                  texture
                                  inspect
                                  texture=
                                  display
                                  add_observer
                                  dup

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                                  • S 離線
                                    SpookyChick1013
                                    最後由 編輯

                                    Thank You Fredo. This looks like the answer to many of my prayers. Looks like it shall be an interesting week, finally revising some old projects.

                                    https://kuromatsudriveyards.com

                                    Fo-su to tomo ni aran koto o...

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                                    • C 離線
                                      cmoreink
                                      最後由 編輯

                                      Amazing plugin Mr. Fredo! Thank you so much for all your plugins and hard work. Can't call you a G.O.D. but you are sitting right next to him 😉

                                      my portfolio

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                                      • pep75P 離線
                                        pep75
                                        最後由 編輯

                                        Jiiiiiihhhaaaaaaaaaaaaaaa!!!!!!! 😳

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                                        • P 離線
                                          Pherim
                                          最後由 編輯

                                          Played around with it for quite some time now and still I am amazed about what this plugin can do.

                                          If I may ask, would it be possible to add an option that allows to chose the scale of the texture before applying it and then keep that value until it is changed? That would save a lot of time in comparison to changing the scale of each texture manually after it was applied.

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                                          • fredo6F 離線
                                            fredo6
                                            最後由 編輯

                                            @pherim said:

                                            Played around with it for quite some time now and still I am amazed about what this plugin can do.

                                            If I may ask, would it be possible to add an option that allows to chose the scale of the texture before applying it and then keep that value until it is changed? That would save a lot of time in comparison to changing the scale of each texture manually after it was applied.

                                            That's a good idea, but I would put it as an option.
                                            Note you can also change the material definition (i.e. the dimensions).

                                            Fredo

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