Had another go at trying to find some workflow to get roads, rivers, ponds or any textured flat custom shape into a 3d terrain mesh (or actually into any 3d mesh - otherwise I could just as easily buy instantRoad).
I tried copying the edges of a flattened version of the original terrain into the original textured flat road so the number of faces and edges would be the same as in the superdraped road. I hoped I could then use UVtoolkit2 to copy the uv coords of (3) into (2) but it didn't work at all (see result 4).
I wanted to know if there's something strange happening with the UV coordinates so I had a go at ruby and google-searched-copy-pasted some code to investigate them:
ss = Sketchup.active_model.selection
@tw = Sketchup.create_texture_writer
side = true
hash = {}
ss.each do |i|
next unless i.class == Sketchup;;Face
uv_helper = i.get_UVHelper(true, false, @tw)
i.vertices.each{|v|
p = v.position
uv = (side)? uv_helper.get_front_UVQ(p) ; uv_helper.get_back_UVQ(p)
uv.x /= uv.z; uv.y /= uv.z; uv.z = 1
hash[v] = [] if !hash[v]
hash[v] << uv
puts ("ux=" + uv.x.to_s + " uy=" + uv.y.to_s)
}
end
I hoped for some really strange results but I'm no export on the UV coordinates so I have no idea what I'm looking for. What's strange though is that some faces have the same UV coords but still look different (see picture).
I hope somebody has a clue what to do...

superdrape2.skp