[Plugin] UVTools v0.1

Re: [Plugin] UVTools v0.1

Postby Stinkie » Sat Jun 21, 2008 9:37 pm

Maybe. Another way, I guess, might be drawing vertical lines between the corner (which would have to be, errrr, "arc-ular" :) )and the walls it connects. Then use cylindrical mapping on the "corner part". You'd have to sample the texture from the "corner" part prior to painting it to the rest of the walls, I think, as Whaat's plugin seems to mess alittle with the scale of the textures. Hope this makes sense.
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Re: [Plugin] UVTools v0.1

Postby solo » Sat Jun 21, 2008 10:42 pm

I do not have the right texture, however the one I used should do, I used standard SU mapping (not projected) and got the following result.



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Re: [Plugin] UVTools v0.1

Postby Stinkie » Sat Jun 21, 2008 10:46 pm

Looks good. Another problem solved. :thumb:
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Re: [Plugin] UVTools v0.1

Postby kwistenbiebel » Sat Jun 21, 2008 10:55 pm

Thanks my friends.
So the easiest texturing tool of all takes care of this. Sometimes Sketchup surprises me :)
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Re: [Plugin] UVTools v0.1

Postby Whaat » Sat Jun 21, 2008 11:12 pm

Here's the test I promised.

I only used the built-in SU texture tools as I described in previous post.

Rendered in Indigo 1.1.5 using displacement mapping. Current beta version of SkIndigo may not produce this same result. (This is my unreleased working version)

One extra step that I had to do to keep the edge from 'ripping' apart with the displacement mapping was to 'soften' the edges first in SU.

EDIT: I also should point out that I did not bevel or round the edges at all to get this result.
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Re: [Plugin] UVTools v0.1

Postby Stinkie » Sat Jun 21, 2008 11:17 pm

Cool. The "soften" thing's a good tip! Thanks.
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Re: [Plugin] UVTools v0.1

Postby kwistenbiebel » Sat Jun 21, 2008 11:19 pm

:thumb:
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Re: [Plugin] UVTools v0.1

Postby solo » Sun Jun 22, 2008 12:24 am

Another moon wrap.





Displacement added and quick animation.


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Re: [Plugin] UVTools v0.1

Postby lewiswadsworth » Sun Jun 22, 2008 2:46 am

What are you using to make the animated gif, Pete?
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Last edited by lewiswadsworth on Sun Jun 22, 2008 3:44 am, edited 4 times in total.

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Re: [Plugin] UVTools v0.1

Postby solo » Sun Jun 22, 2008 2:53 am

I used Vue 6 xsream for the above, I export as .avi and use corel animation suite to create the .gif and optimise.
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Re: [Plugin] UVTools v0.1

Postby Gaieus » Sun Jun 22, 2008 7:58 am

Cool texturing, Pete, though I think (if the image is tilable) you should scale it down by 2 or 4 or something. With so big craters it suggests that so big bombing of meteorites happened here that your moon would've exploded already :D
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Re: [Plugin] UVTools v0.1

Postby watkins » Sun Jun 22, 2008 8:04 am

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Re: [Plugin] UVTools v0.1

Postby Alan Fraser » Sun Jun 22, 2008 10:55 am

AS far as the stonework on the corner goes, my first thought was that as long as the walls are vertical, there ought to be no problem simply wrapping the texture around the corner using SU's "old" mapping tools. It's basically exactly the same as wrapping a label around a wine bottle...something that's been possible since (I think) V4.
Dale's little experiment seems to bear this out.
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Re: [Plugin] UVTools v0.1

Postby kwistenbiebel » Tue Jul 01, 2008 8:30 am

It still remains difficult to get a texture wrapped around an object in a lot of cases.
Even though I was able to remake Whaats example, on other, more subdivided structures, it is not that easy.


I had to give up on this one:

SU screen:


Indigo:
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Re: [Plugin] UVTools v0.1

Postby plot-paris » Tue Jul 01, 2008 8:50 am

but it nevertheless looks great :D

honestly, the creators of this impressive ancient arch may have wanted to put an emphasis on the corner by using different stones (it even looks a bit like shells).

which renderer did you use? fry?
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Re: [Plugin] UVTools v0.1

Postby johnsenior1973 » Tue Jul 01, 2008 9:19 am

plot-paris wrote:which renderer did you use? fry?


Indigo. It's just above the picture.
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Re: [Plugin] UVTools v0.1

Postby plot-paris » Tue Jul 01, 2008 11:35 am

how right you are. I missed that. thanks for pointing out,johnsenior1973.

so thats the new version of indigo with displacement!?! :shock:
cool, should try that one out too (but I tink I will wait until the stable release. mine is an office computer after all :) )
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Re: [Plugin] UVTools v0.1

Postby kwistenbiebel » Tue Jul 01, 2008 11:45 am

Yes, the latest Skindigo 1.1.5 is pretty stable and the displacement is a nice feature.

I quote Whaat on the Indigo forum to get you going on displacement. His explanation helped me a lot:

Whaat wrote:You have to start using Indigo displacement! It's really easy. Try setting your max subdivisions to 9 and then your displacement map 'gain' (b-value) to about 0.1 for starters. Then, keep tweaking the gain until you are satisfied with the depth of the displacement.
Here's a tip for quick tests: Just select the stone material and 'render selection only'.


But to go back on topic: I would still be interested in a way to texture (uv-map) the above example.... ;)
I can't find the proper 'hack' in Sketchup for it.
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Re: [Plugin] UVTools v0.1

Postby plot-paris » Tue Jul 01, 2008 11:55 am

cheers, kwistenbiebel (and thanks to Whaat). I will definitely have a try. sounds indeed quite easy to use.

to the uv-mapping: I am still dreaming of the multiple (and individual) pin mapping. but I am afraid, this is far do complicated to achieve and will remain a dream for now...
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Re: [Plugin] UVTools v0.1

Postby kwistenbiebel » Tue Jul 01, 2008 11:57 am

plot-paris wrote:to the uv-mapping: I am still dreaming of the multiple (and individual) pin mapping. but I am afraid, this is far do complicated to achieve and will remain a dream for now...


Same here.
I love your photoshop simulations for 'yet-to-be-developed' plugins very much though.
They often are spot on ! :thumb:
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Re: [Plugin] UVTools v0.1

Postby plot-paris » Tue Jul 01, 2008 12:06 pm

:oops: thank you.

I wish ruby programming was as easy :D (I never went beyond the "hello world" stage...)
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Re: [Plugin] UVTools v0.1

Postby lewiswadsworth » Fri Jul 04, 2008 3:29 pm

plot-paris wrote::oops: thank you.

I wish ruby programming was as easy :D (I never went beyond the "hello world" stage...)


I can program in Ruby, and I hate it. I hate programmming in OO languages. I just hate it...the whole non-native-language grammatical lexicon of UML languages and their contrived set of relationships. Classes, methods, instances...Pahhh!...object-orient THIS!

Normally I resist suggesting major changes to SU, but I really think they missed the boat with scripting in SU. Other programs are implementing true visual programming languages, with immediate uptake on the part of users:

http://grasshopper.rhino3d.com/
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Re: [Plugin] UVTools v0.1

Postby MALAISE » Sun Jul 06, 2008 9:47 am

:thumb: :thumb: :thumb: :thumb: :thumb: :thumb:
What 'else , an another amazing tool .

Champagne ..... :family:
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Re: [Plugin] UVTools v0.1

Postby MALAISE » Mon Aug 11, 2008 7:44 am

Hi everybody

Does anyone use the plugin ? Could we have just a simple tuto ?
I forget something because SU goes out as far as I start UVTool

Thanks
MALAISE
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Re: [Plugin] UVTools v0.1

Postby addicted2ownage » Wed Aug 13, 2008 11:35 am

great work !!! :ecstatic: thank you very much :D
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Re: [Plugin] UVTools v0.1

Postby gaucho » Thu Aug 14, 2008 10:48 am

I'm having problems using this plug-in. But I’m maybe using in the wrong way.

I normally use the SU in “color by layers” and not with normal materials. This ‘cause the way that people draw in the office, and also to make my file smaller (since they always have more than 100mega)

Sometimes, rarely, I use in the same mode, an image as layers color to show an specific situation. This is when the problem occurs; apparently I’m not able to use this plug-in in this mode.

Is that right?
Does anyone know something about it?

Thanks!
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Re: [Plugin] UVTools v0.1

Postby bigstick » Thu Aug 14, 2008 11:43 am

Using colour by layer isn't the best way to assign textures. It isn't really compatible with most renderers for a start. Although it is very efficient for modelling, it doesn't allow any flexibility for positioning textures on surfaces at all.

It would be useful to have a Ruby plugin which reads these textures from layers and assigns them directly to faces.
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Re: [Plugin] UVTools v0.1

Postby plot-paris » Thu Aug 14, 2008 12:54 pm

as far as I know there is a ruby that does exactly that. has been discussed here somewhere. don't ask me where though.
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Re: [Plugin] UVTools v0.1

Postby gaucho » Thu Aug 14, 2008 1:07 pm

bigstick wrote:Although it is very efficient for modelling, it doesn't allow any flexibility for positioning textures on surfaces at all.


So that means the ruby script won't work in the "colour by layer" mode... snif...
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Re: [Plugin] UVTools v0.1

Postby jstahlman » Wed Aug 20, 2008 9:36 pm

Whaat wrote:This plugin is a work in progress. There is much functionality yet to be added but it is still quite useful in it's current state so I am releasing it.

Installation:
1) Copy to SketchUp/Plugins folder

Usage:
1) The plugin will create a context menu called 'UVTools'


I put the UVtools.rb file in Macintosh HD/Library/Application Support/Google Sketchup 6/SketchUp/Plugins
I also tried Users/myname/Library/Application Support/Google Sketchup 6/SketchUp/Plugins

But it no contextual menu shows up when relaunching SU
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