(REQ) Random tile UVs
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It would be cool if Thomthom or someone else made something like this for SU.
Randomising UVs for texture tiles.
With flip U, flip V and Spin.
Possible?[flash=800,600:34tmgmc0]http://www.youtube.com/v/__hOZsdYk7Q[/flash:34tmgmc0]
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It's not aespecially UV but seems the result can be the same if first apply to a plane + texture ?
Random Components replacement by Sdmitch -
It exists... http://forums.sketchucation.com/viewtopic.php?p=392834#p392834 ...my Texture Randomizer...
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@tig said:
It exists... http://forums.sketchucation.com/viewtopic.php?p=392834#p392834 ...my Texture Randomizer...
Hmm... not quite the same if I'm not missing something.
The idea is a plugin that randomizes tiled texture coordinates within a face not just between different faces.
For getting continous seamless texturing on a face without visible tiling.I was thinking, a solution that tiles the UVs of a face into "texture sized chunks" and randomly mirrors them across the face.
A UV-array of sorts... Am I making sense? Just thinking load here. -
But SketchUp only has one mapping channel....
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We can only set UVs for the face as a whole (with one way of tiling, we know SketchUp only supports
%(#000000)[repeat]
not%(#000000)[flip]
/%(#000000)[clamp]
etc.).
We can't set different UVs for every "repeated instance" of the image β except if we split the face into smaller faces.We have to be careful only to flip rows/columns, otherwise it can actually introduce new seams (marked red).
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flip = mirror? That we can do.
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You can't manipulate the mapping of individual 'tiles' within a textured material on a single face, you can manipulate the mapping on different faces.
My linked tool does randomizing including mirroring if you use -ve scaling values.
BUT that is on a per face basis...
As has been said SUp only 'repeats' image-tiles, it doesn't allow for their manipulation otherwise, except as a 'set' on a given face. -
Thinking loud again:
Wouldn't it be possible to "remap" tiled UVs?
For example, *(for simplicity I'll use some simple numbers),*If the entire face UVs are from 0 to 1 but the texture is tiled lets say 2 times.
Can't one divide the UVs so 0 to 0,5 and 0,5 to 1 are mapped differently?
Or create new UVs so 0 to 0,5 is now 0 to 1 and 0,5 to 1 is now for examle 1 to 0? -
@pixero said:
Can't one divide the UVs so 0 to 0,5 and 0,5 to 1 are mapped differently?
Or create new UVs so 0 to 0,5 is now 0 to 1 and 0,5 to 1 is now for examle 1 to 0?No - UVs in SketchUp are continuous. You can only specify anything from 1 to 4 sets of 3D<=>UV2D points. Only way is, as mentioned, to divide the face itself into smaller faces.
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OK, too bad.
Maybe one of you who plans on going to the BaseCamp could ask if they can't add some features to UVs so it would be possible.
Tiling textures are always a problem for large textured areas. -
Composite materials would be nice, with materials channels. Would benefit render engines as well.
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Procedurals...
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Procedurals cross my mind often in SU...
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Here is an idea. I noticed that tiling only occures on flat surface. Whan you add distortion with sandbox tools there is no tiling. The problem is how to transfer UVs from distorted surface to the flat one. With ttUVtools I saved UVs. Than with ttPlan tools I flattened the surface, than loaded UVs again. the resolt is non tiling flat surface!
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