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⚠️ Libfredo 15.4b | Minor release with bugfixes and improvements Update

SOLVED: Replacing image texture without upsetting mapping

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  • T 離線
    thomaslaidesign
    最後由 thomaslaidesign 編輯 2016年6月27日 上午7:26

    As a sample I have created a traffic come of sorts, with image mapped to all surfaces, using a single image as source texture image. I am unable to get 2 individual mappings on 2 cones at the same time.

    If I paintbucket the image texture directly on the surface, the mapping goes haywire.

    Question: How do I have multiple objects with mapping in place but only replacing the master texture image for each instance?


    forum.png

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    • T 離線
      thomaslaidesign
      最後由 編輯 2016年6月27日 上午9:40

      Desired output


      Final image after putting through renderer desired .... image texture needed to be replaced in renderer (KS6) after export.

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      • R 離線
        Rich O Brien Moderator
        最後由 編輯 2016年6月27日 上午9:49

        The only way to replace the texture is to use the Material Panel to swap out the texture.

        Painting doesn't inherit the UV mapping that already exists.

        Download the free D'oh Book for SketchUp 📖

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        • T 離線
          thomaslaidesign
          最後由 編輯 2016年6月27日 上午11:36

          So are you confirming that I need to manually map fresh texture if I need more than one texture in a SU file?

          That there can only exist ONE INSTANCE of a texture/mapping, unless ofcourse created from scratch.
          Bummer ...

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          • R 離線
            Rich O Brien Moderator
            最後由 編輯 2016年6月27日 上午11:41

            If Cone#1 has the same UVs as Cone#2 then simple open Cone#1.skp and replace the Cone#1 texture with Cone#2 texture and save the file as Cone#2.skp

            Now in Cone#1.skp import the Cone#2.skp and both will reside in the same file.

            Painting an already textured object with another texture doesn't inherit the UVs.

            If the use Fredo's ThruPaint you can replace the texture and keep the UVs.

            Download the free D'oh Book for SketchUp 📖

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            • T 離線
              thomaslaidesign
              最後由 編輯 2016年6月27日 上午11:59

              Nope ...

              Using the "save as" technique is resulting in
              imported file with Texture2 to be replaced by Texture1 of open file.

              Further experimentation is
              on ...

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              • R 離線
                Rich O Brien Moderator
                最後由 編輯 2016年6月27日 下午12:03

                Upload the file.

                Download the free D'oh Book for SketchUp 📖

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                • T 離線
                  thomaslaidesign
                  最後由 編輯 2016年6月27日 下午12:04

                  Exporting to DAE and reimporting has worked!

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                  • T 離線
                    thomaslaidesign
                    最後由 編輯 2016年6月27日 下午12:50

                    For people to try for themselves!


                    MAT TEST.skp

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                    • N 離線
                      numerobis
                      最後由 編輯 2016年6月27日 下午10:35

                      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 離線
                        thomaslaidesign
                        最後由 編輯 2016年6月28日 上午5:46

                        @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 離線
                          thomaslaidesign
                          最後由 編輯 2016年6月28日 上午6:11

                          here are the maps


                          M1.jpg


                          M2.jpg

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                          • C 離線
                            caronte01
                            最後由 編輯 2016年6月28日 下午1:02

                            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 離線
                              thomaslaidesign
                              最後由 編輯 2016年6月29日 上午3:08

                              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 離線
                                Mistro11
                                最後由 編輯 2016年6月29日 下午9:10

                                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 離線
                                  caronte01
                                  最後由 編輯 2016年6月29日 下午9:42

                                  Agreed. A make unique material option would be ideal.

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                                  • T 離線
                                    thomaslaidesign
                                    最後由 編輯 2016年6月30日 上午8:14

                                    @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 離線
                                      Mistro11
                                      最後由 編輯 2016年7月1日 下午3:22

                                      @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 離線
                                        thomaslaidesign
                                        最後由 編輯 2016年7月1日 下午3:54

                                        @Mistro11

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

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

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                                        • duanekempD 離線
                                          duanekemp
                                          最後由 編輯 2021年8月6日 上午11:07

                                          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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