[Plugin] UV Toolkit

Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Alan Fraser » Sat Jan 08, 2011 4:36 pm

Looks like a very useful script, Thom...but I'm having problems loading the V2. The ruby is asking for core.rb in TT_Lib2. Is this different from the one in TT_UV_Toolkit; and if so, where is the Lib2 folder hanging out? Did that install as part of an earlier offering?
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Rich O Brien » Sat Jan 08, 2011 4:47 pm

Requirements

* SketchUp 7 or newer - ( Other versions untested )
* TT_Lib2 (v2.4.0)


Yeah, it requires Thomthom's Menu
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Alan Fraser » Sat Jan 08, 2011 4:57 pm

Thanks Rich...thought it would be something like that. Don't know how I missed that line.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Sun Jan 09, 2011 12:29 pm

Rich O'Brien wrote:
Requirements

* SketchUp 7 or newer - ( Other versions untested )
* TT_Lib2 (v2.4.0)


Yeah, it requires Thomthom's Menu

No - ThomThom's menu is not required. TT_Lib2 is. Two separate things. ThomThom's menu is just an optional plugin you install if you want to group all my plugins' menus under one main menu.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Rich O Brien » Sun Jan 09, 2011 1:03 pm

Sorry typo I meant to say Thomthom's Library.

Oh the shame!
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Sun Jan 09, 2011 2:01 pm

That'll be ten Hail Marys.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Gaieus » Tue Jan 11, 2011 10:58 am

Hi Thom,

Again, arches...

(I could not resist - what a brilliant plugin!)
:thumb: :thumb: :thumb:
_______

Here is an arch I made in this way:
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Rich O Brien » Tue Jan 11, 2011 11:06 am

That's pretty cool
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Tue Jan 11, 2011 11:10 am

Nice one.
I have an update coming soon, 2.2. It allows you to map a set of quad-faces, copy the mapping to the UV clipboard and when you then select a set of other quadfaces and paste they are randomly applied UV mapping from the clipboard set.

Makes it easy to apply a set of variations. Tried it on a geometree from FormFonts:
UV_Map_Tree01.png


One can make quite efficient mapping if you use sprite techniques - one material, with a texture containing all the variations.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Gaieus » Tue Jan 11, 2011 11:14 am

That will be interesting. Can hardly wait!
:)
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Rich O Brien » Tue Jan 11, 2011 11:16 am

Can you explain more about 'sprite technique'? Never heard of it but I'm thinking it's a texture FontSync a range of similar hues?
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Tue Jan 11, 2011 11:20 am

Rich O'Brien wrote:Can you explain more about 'sprite technique'? Never heard of it but I'm thinking it's a texture FontSync a range of similar hues?

You just combine multiple textures into one. Then apply just part of the texture to different faces. That way you have one material that serves multiple purposes.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Rich O Brien » Tue Jan 11, 2011 11:30 am

FontSync? What was i typing?

That meant to say 'containing'... :roll:

I'm still lost, your plugin can combine the numerous textures or this is done by the user externally?
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Tue Jan 11, 2011 11:39 am

Rich O'Brien wrote:I'm still lost, your plugin can combine the numerous textures

No - the user makes a texture.
In the case of the tree, combine some textures of leaves into one texture. Apply these variations to a set of faces. Copy their UV to the UV clipboard. Select the remaining untextured leaves and paste the UVs.

That makes it very easy to manage your materials. For instance, you could then you edit the one texture to a different set of variations and all the leaves will be updated on one operation.

As for gaieus' example he could make a texture with a set of variations of bricks.

I'll be making a video with a quick example when v2.2 is done.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Richard » Tue Jan 11, 2011 3:03 pm

Thomas (plugin monkey!)

What a great addition mate! I can think of a great way this will assist workflow in my case - as you mentioned 'sprite technique' I've never heard it termed that! But already use this for mapping all my furniture, fittings, carpet, tiles, wall and ceiling colours, light fittings etc for internals on exterior renders - all to the one map so that I clear about 20 materials out of my material browser and have just one material in maxwell.

This plugin will help to spread these over randomly inserted objects! WOW!

You are a god!
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby massimo » Wed Jan 12, 2011 1:21 pm

Thanks Thom for this nice plugin! :thumb:
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Gaieus » Wed Jan 12, 2011 2:59 pm

thomthom wrote:I'll be making a video with a quick example when v2.2 is done.

Just leave that for Rich (once he finally understands the plugin).
;)
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby MartinK » Thu Jan 13, 2011 11:48 pm

I'm in constant awe of you and all the other generous Ruby contributors. Your work has taken SketchUp to another level. Many Thanks.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Rich O Brien » Thu Jan 13, 2011 11:54 pm

Gaieus wrote:
thomthom wrote:I'll be making a video with a quick example when v2.2 is done.

Just leave that for Rich (once he finally understands the plugin).
;)


How about i post that video of you in BaseCamp surrounded by an enthralled audience!
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Fri Jan 14, 2011 8:31 am

whut video?

Rich O'Brien wrote:enthralled

Witchcraft?

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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Richard » Fri Jan 14, 2011 8:50 am

Rich O'Brien wrote:
Gaieus wrote:
thomthom wrote:I'll be making a video with a quick example when v2.2 is done.

Just leave that for Rich (once he finally understands the plugin).
;)


How about i post that video of you in BaseCamp surrounded by an enthralled audience!


I'd like to see that, I saw some of Mateo's facebook images and would love to see MORE!!!!
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Richard » Wed Jan 19, 2011 12:35 am

Mate I played around with the plugin for a tree trunk in combination with fredoscale and I ended up with a mass of assigned materials (all the same) when exported to maxwell. I noted this before with Whaat's UV tools (cant remember the name of the plugin).

Funny though it was only for several faces - I'll have to test some more and see what went on there!

Mate dragged over from Whaat's UV tools thread!

ThomThom I'm not entirely sure, but I'm guessing the Maxwell exporter exported out a texture for each face with a distorted texture.


Mate I think it well could be that as only a few faces effected it would be likely these subdivided during editing.

BTW starting a new thread for you to check out regarding a workaround for locating HDRI worked out how to do it in SU and you might be able to automate it a little.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Gaieus » Wed Jan 19, 2011 8:06 am

Richard,

Indeed UV Toolkit 2 only works properly if the number/shape of the initial faces is the same as those of the end result.

If during a distortion operation faces get subdivided further, it fails. You can pre-triangulate your faces first if needed however.

I found that after I manipulated my mesh, it rendered properly in Twilight and Thea (neither of which "likes" distorted textures AFAIK) so I thought the plugin fixes texture distortion.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Wed Jan 19, 2011 8:27 am

Gaieus wrote:Richard,

Indeed UV Toolkit 2 only works properly if the number/shape of the initial faces is the same as those of the end result.

If during a distortion operation faces get subdivided further, it fails. You can pre-triangulate your faces first if needed however.

I found that after I manipulated my mesh, it rendered properly in Twilight and Thea (neither of which "likes" distorted textures AFAIK) so I thought the plugin fixes texture distortion.

You mean when using UV Memory?
That doesn't fix anything - in fact, it doesn't reapply distorted textures to triangles, they end up as skewed textures. Though, if you have a dense triangulated mesh you probably don't see the artefacts.
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Gaieus » Wed Jan 19, 2011 8:35 am

thomthom wrote:You mean when using UV Memory?
That doesn't fix anything - in fact, it doesn't reapply distorted textures to triangles, they end up as skewed textures. Though, if you have a dense triangulated mesh you probably don't see the artefacts.

Well, I used triangulated faces here and it re-applied the texture perfectly:
viewtopic.php?p=300361#p300361
(skp also added in that post)
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Gaieus » Wed Jan 19, 2011 8:49 am

And it also renders the twisted/bent "column" correctly (all faces are triangulated)
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby irvinekagiwa » Wed Jan 19, 2011 9:21 am

can't use your plug in this error appears Error Loading File tt_uv_toolkit_2.rb
no such file to load -- TT_Lib2/core.rb
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Wed Jan 19, 2011 9:26 am

Triangulation is probably a good solution to deal with render engines. Maybe I should add an option to triangulate (soft/smooth the new faces) to the UV memory tool...
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby Gaieus » Wed Jan 19, 2011 9:35 am

irvinekagiwa wrote:can't use your plug in this error appears Error Loading File tt_uv_toolkit_2.rb
no such file to load -- TT_Lib2/core.rb

Irvine,

Please, go back to the first post (where you downloaded the plugin) and follow the link to the TT_Lib library. You will need to install that, too.

thomthom wrote:Triangulation is probably a good solution to deal with render engines. Maybe I should add an option to triangulate (soft/smooth the new faces) to the UV memory tool...

Not a bad idea (although there are triangulating plugins available). However I had no issues with it without the triangulation (where it was not needed) otherwise (testing in Twilight and Thea only)

I would be more interested in that sneak preview of UV Toolkit 3 (with the copy > paste function from other geometry). I have now a project where there are vaults and domes of the same kind but completely different sizes/distortions...
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Re: [Plugin] UV Toolkit (2.1.0) — 06 January 2011

Postby thomthom » Wed Jan 19, 2011 9:51 am

Gaieus wrote:I would be more interested in that sneak preview of UV Toolkit 3 (with the copy > paste function from other geometry). I have now a project where there are vaults and domes of the same kind but completely different sizes/distortions...

v2.2 - I'm wrapping it up. :)
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