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    SOLVED: Replacing image texture without upsetting mapping

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    • Rich O BrienR Online
      Rich O Brien Moderator
      last edited by

      Upload the file.

      Download the free D'oh Book for SketchUp πŸ“–

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      • T Offline
        thomaslaidesign
        last edited by

        Exporting to DAE and reimporting has worked!

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        • T Offline
          thomaslaidesign
          last edited by

          For people to try for themselves!


          MAT TEST.skp

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          • N Offline
            numerobis
            last edited by

            I'm not sure if i understand your problem, but if you just want to replace the material without messing up the UVs you can simply use the "Entity Info" window to select another material. This will not overwrite the mapping.
            Or you can use a plugin to replace materials of a selection like this one:
            http://sketchucation.com/pluginstore?pln=Global_Material_Change
            (works for objects with more than one material, for multiple groups or components)

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            • T Offline
              thomaslaidesign
              last edited by

              @numberios:

              When I have only ONE object which has been textured and mapped, it is easy to replace the texture by renaming the file link in EDIT MATERIAL TAB

              When I copy that object, it is not possible to have TWO different maps on each of the copy. SU populates BOTH INSTANCES with the LAST texture image applied.

              Hence this roundabout EXPORT/IMPORT to BREAK the MATERIAL TEXTURE INSTANCING LINK.

              Of course if there is a simpler/better way to get this done, it will be welcome!


              So in my illustrated example, I am aiming for the rendered image of FIRST CONE having MAP 1 and SECOND CONE have MAP 2

              STEP 1 : FIRST CONE is mapped and textured with MAP 1

              STEP 2 : DUPLICATE FIRST CONE. So we have 2 CONES with MAP 1 only

              STEP 3 : Select material of SECOND CONE. Replace with MAP 2

              RESULT : BOTH FIRST AND SECOND CONE now are textured with MAP 2

              DESIRED RESULT : FIRST CONE has MAP 1 and SECOND CONE has MAP 2

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              • T Offline
                thomaslaidesign
                last edited by

                here are the maps


                M1.jpg


                M2.jpg

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                • C Offline
                  caronte01
                  last edited by

                  Try this:
                  -Copy your base component
                  -Make the copy unique and save it to disk
                  -Open the copy and make a small adjustment to the material (colorize it). and save it.
                  -In the original file, reload the modified component. There should be 2 different materials in the editor, one for each component.
                  -Go to the new component, and edit the texture in an external editor, and paste the new texture over the old one. Make sure the textures line up. Flatten the image and save it.

                  When loading from disk, sketchup tries to maintain visual fidelity of components and materials, so when it finds a similarly named comp or material with different definition, it creates a new material or component definition.

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                  • T Offline
                    thomaslaidesign
                    last edited by

                    Ok will try this .... similar to the export/import method which also works.

                    Now imagine a row of 10 similar objects and the hassle trying to get 1 to 10 on them. There should be a simple command/plugin to split any material and make it unlinked and unique.

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                    • Mistro11M Offline
                      Mistro11
                      last edited by

                      Another way is to combine both textures into one map and simply move the UV of the second cone to the desired area of the map....hope that helps.

                      i7-4930k @3.4/3.7GHz, 32Gb RAM, NVidia GTX 980Ti 6Gb, Windows 7 Pro 64bit
                      Structural Integrity is Not Just Physical...It's in the Design and Purpose

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                      • C Offline
                        caronte01
                        last edited by

                        Agreed. A make unique material option would be ideal.

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                        • T Offline
                          thomaslaidesign
                          last edited by

                          @Mistro11

                          What we are aiming at is a scenario where:

                          Instead of shifting around a relatively complex UVW mapping,
                          simply flip in/out unique material texture images onto group/component copies.

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                          • Mistro11M Offline
                            Mistro11
                            last edited by

                            @thomaslaidesign said:

                            @Mistro11

                            What we are aiming at is a scenario where:

                            Instead of shifting around a relatively complex UVW mapping,
                            simply flip in/out unique material texture images onto group/component copies.

                            Ok, I see....If you have Sketch UV, you can save the UV of the 1st cone, apply new texture to the second one and load the UV.....

                            ConeCopyUVTest.jpg

                            ConeCopyUVTest2.jpg

                            ConeCopyUVTest3.jpg

                            ConeCopyUVTest4.jpg

                            ConeCopyUVTest5.jpg

                            i7-4930k @3.4/3.7GHz, 32Gb RAM, NVidia GTX 980Ti 6Gb, Windows 7 Pro 64bit
                            Structural Integrity is Not Just Physical...It's in the Design and Purpose

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                            • T Offline
                              thomaslaidesign
                              last edited by

                              @Mistro11

                              Wow! Thanks for the Plug-in info.....

                              Good things come in little plug-in packages!
                              SOLVED!

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                              • duanekempD Offline
                                duanekemp
                                last edited by

                                I'm so glad this question was asked. Was having the same issue and ran into some bumps. The answers here help. Had a brain fart and forgot about SketchUV's save function. Good call. Thanks.

                                Duane Kemp

                                Kemp Productions
                                Puidoux, Switzerland
                                Gallery:
                                https://duanekemp.artstation.com/

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                                • fredo6F Offline
                                  fredo6
                                  last edited by

                                  There is a similar function in ThruPaint...

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                                  • P Offline
                                    PapcioKris
                                    last edited by

                                    EZ solution here. NO PLUGINS

                                    1. Map your OBJECT1 with MAP1
                                    2. Open another instance of SU
                                    3. Copy & paste your OBJECT1 to SU2 (It is mapped correctly)
                                    4. Replace MAP1 with MAP2 (only texture) in SU1
                                    5. Copy & paste your OBJECT1 From SU1 to SU2
                                    6. BAM! You have OBJECT2 in SU2 with MAP2

                                    You might want to rename your materials after all.

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                                    • N Offline
                                      nlipovac
                                      last edited by

                                      I see it says it is Solved but here is my use of SketchUV Save and Load UV feature.


                                      SketchUV

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