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    SOLVED: Replacing image texture without upsetting mapping

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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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