Finding untextured polys

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Finding untextured polys

Postby genma saotome » Tue Apr 29, 2008 3:56 am

I can't find any easy way to find untextured polys. Seems to me the state of being untextured is no different, for select and area functions, than textured polys.

How about making it easier and enable those two functions in the materials window?
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genma saotome 
 

Re: Finding untextured polys

Postby remus » Tue Apr 29, 2008 6:30 am

Surely if your finding it hard to see them then they arent going to be obvious for anyone else to see either, as you, the creator of th model, are going to know the modle a lot beter than anyone else.
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remus 
 

Re: Finding untextured polys

Postby genma saotome » Mon May 05, 2008 6:03 am

The problem for isn't that they lack the correct appearance, it's that I'm exporting the model for use in another environment and its over there that the untextured poly causes a problem. Actually, it's a huge, completely unacceptable problem.

The way it is now, I'm going back and forth between this other environment and SU looking for these things. Sometimes it's just something I missed. More often it's a tiny poly pair created by the inference engine that's hidden inside of what I've built.
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genma saotome 
 

Re: Finding untextured polys

Postby remus » Mon May 05, 2008 7:56 am

OK, you could try this: texture everything you can see, then outside the model draw a little rectangle, if you then apply a texture to this while holding shift, it should colour everything in the model that is the same colour (or untextured in this case) with the material.

Could i ask what this other program is? just out of curiosity...
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remus 
 

Re: Finding untextured polys

Postby genma saotome » Thu May 08, 2008 5:14 pm

Well that works a bit too well as it adds the texture to the reverse side of any face in a group or component. I only need to texture the surface normals -- the beige face. The reverse side (blue face) should be left untextured.

Any other ideas?

As for usage, a lot of people who create their own add-on's for games are using SU for creation of scenery objects, buildings mostly, but most any static item fits the bill. For me, that's objects going into Microsoft's Train Simulator. It's an easy to learn 3d cad package ideally suited to such elements but of course once you go there it brings into consideration issues of minimizing the number of verticies, wanting to have LOD's, better animations, and as I indicated, a need to ensure no surface normals are untextured. It's obvious this usage and these topics were not anticipated by the original designers as all of them are pretty much ignored in SU.

p.s. I'm working on a building model right now... it has 90,000 square feet of floor space. I just tracked down an untexted poly that was 0.667 square inches in size. That's the sort of difficultly I'm describing.
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genma saotome 
 

Re: Finding untextured polys

Postby Pherim » Fri Mar 13, 2015 4:59 pm

I know this is old, but the problem remains... at least I am unaware of a way to do this. Is there a plugin which allows selection or isolating all untextured faces (in the entire model, including groups and components)? Like Material Maintenance does, but that plugin can only find faces with certain textures, not untextured ones.
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Pherim 
 

Re: Finding untextured polys

Postby Rich O Brien » Fri Mar 13, 2015 5:04 pm

Thomthoms Selection Toys

Select All

Select only faces

Select only default ...

?
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There's a frontroom and a backroom....reverse faces
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Rich O Brien 
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Re: Finding untextured polys

Postby cotty » Fri Mar 13, 2015 5:09 pm

Rich O Brien wrote:Thomthoms Selection Toys

Select All

Select only faces

Select only default ...

?

This only works in the same context...
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Re: Finding untextured polys

Postby Rich O Brien » Fri Mar 13, 2015 5:13 pm

i know, but i thought i'd take a stab at some type of answer.

digging in and out off comps/groups is something TIG usually writes snippets for.
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There's a frontroom and a backroom....reverse faces
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Rich O Brien 
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Re: Finding untextured polys

Postby Pherim » Fri Mar 13, 2015 5:35 pm

This answer actually made me find a way to do it with Thomthom's selection Toys:

First I use Select --> All on selected layers to select everything, including edges and faces inside groups and components. Then I use Select Only --> Front Default Material so that only faces without textures are selected. Groups, Components and Edges remain selected, however, so if I use the paint bucket to give my selection a texture (so that I can find the faces I am looking for with Material Maintenance), I paint these too and Material Maintenance selects them as well. Therefore I use sketchUV (with the untextured faces selected) to assign its placeholder texture to them by right-click --> Planar Map (view). Now it's easy to find these Faces with Material Maintenance, and as it is very eye-catching with it's colors and numbers, even just by looking at the model.

It sounds a little complicated when I explain it here, but it's actually quite convenient. Thanks for your help!
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