sketchucation logo sketchucation
    • Login
    Oops, your profile's looking a bit empty! To help us tailor your experience, please fill in key details like your SketchUp version, skill level, operating system, and more. Update and save your info on your profile page today!
    🫛 Lightbeans Update | Metallic and Roughness auto-applied in SketchUp 2025+ Download

    Using/exporting objects with projected/cropped textures?

    Scheduled Pinned Locked Moved Plugins
    3 Posts 2 Posters 203 Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • B Offline
      bjornkn
      last edited by

      I'm a big fan of tgi3D's PhotoScan tools, and as such I end up with SkKetchUp scenes that are full of background/photomatch images. A small scene is typically from 100MB and up.
      This causes some problems..

      1. It works OK inside SU with up to 70-80 images, but it is completely impossible to send/use such scenes to Layout 😞

      2. When applying a projected texture to a smooth part of an object it looks fine inside SU. But it will be exported with the full image, even if it uses only a small slice of it.
        Furthermore - if using the "Make unique texture" it will crop the image and leave only the used part. Thais is fine with normal PhotoMatch scenes I guess, where there are mostly larger flat areas. But if this is done on a curved surface, SU will split it up into one single texture image per triangle/face.
        The problem is that in a PhotoScan project you can typically end up with lots of non-flat areas/surfaces, and then end up with hundreds/thousands of small texture files (which does not look good inside SU neither).

      The question is if there is a plugin (or some other way) to export/save as skp (or/and other 3D formats) with proper UV mapping based on the cropped projected photos?
      This should hopefully solve any problems with using such textured photogrammetry files in SU/Layout, and also other problems?

      The thing is that I think I had a solution for this earlier, but I cannot remember how I did it? 😞
      Or am I just mixing this up with the way it works in other photogrammetry programs which I've used, like Imagemodeler and Photomodeler (and Canoma)?

      There is a tool in PhotoScan, 'Create texture..', which deals with this, sort of, but I don't feel that I have enough control when using it. And it generates new bitmaps where usually 60% or more is not used for the texture image. No stretching of bitmaps, but no packing neither - and no seams settings..
      SketchUV has some nice tools, but isn't really targeted at grabbing/cropping textures from photos. External programs like Roadkill, Ultimate Unwrap etc doesn't really help neither, I think?

      I would really hate to go back to ImageModeler or Photomodeler (of which I don't have the current versions anyway..), as PhotoScan works so much better for my use..

      1 Reply Last reply Reply Quote 0
      • mitcorbM Offline
        mitcorb
        last edited by

        Have you tested Fredo's ThruPaint for this? Maybe some other UV tools?
        I assume you have posted at tgi3d support?

        I take the slow, deliberate approach in my aimless wandering.

        1 Reply Last reply Reply Quote 0
        • B Offline
          bjornkn
          last edited by

          @mitcorb said:

          Have you tested Fredo's ThruPaint for this? Maybe some other UV tools?
          I assume you have posted at tgi3d support?

          I think this is really a SU problem, as it is SU who splits a smoothed face into lots of small triangle face texture files/materials?

          Thanks for the tip, but according to the docs about it it doesn't seem to be able to do this job, although it looks like a very useful (which I have had installed for a while, but never really used..).
          After fiddling around with the tgi3D Create Texture, I'm starting to get a better grasp of what what works ok and what doesn't.
          What is interesting too is that with the tgi3D Move tool vertices can be moved around without scrambling the textures/UVs. Works very well for finetuning "UVs" 😄

          1 Reply Last reply Reply Quote 0
          • 1 / 1
          • First post
            Last post
          Buy SketchPlus
          Buy SUbD
          Buy WrapR
          Buy eBook
          Buy Modelur
          Buy Vertex Tools
          Buy SketchCuisine
          Buy FormFonts

          Advertisement