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[Plugin] UV Toolkit (2.2.2) — 06 February 2011

Re: [Plugin] UV Toolkit (0.3.0b)

Postby Free Agent » Tue Jun 16, 2009 7:40 pm

thom is ther any way of making mirror textures global? max retains the mapping better if the textures are on both faces and its a schlep to go through each group
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby thomthom » Tue Jun 16, 2009 10:40 pm

Free Agent wrote:thom is ther any way of making mirror textures global? max retains the mapping better if the textures are on both faces and its a schlep to go through each group

A function that will mirror the material of all faces in a selection, drilling down into nested groups/components?
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby Free Agent » Tue Jun 16, 2009 11:33 pm

yup...can i get fries with that?
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby urgen » Tue Jun 16, 2009 11:39 pm

...thanks Thomas! :thumb:.
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby Gaieus » Mon Aug 10, 2009 2:31 pm

Well, Thom, time has come that I NEED the plugin and kept playing around with it. Simply amazing, I can tell. Thank you a lot again and here is something I've been playing around with (and a "special" material for the arch - included in the model probably along with a bunch of unpurged materials of Sang). :D

Although for my (relatively thin bricks) in Roman arches, I'll need about twice as many quads than this one, it's already perfect (25 segments to make it smooth and the top segment flat but in fact, it didn't need to be flat as I realised). The rotate 90 and 80 degree commands (working on whole, smooth surface as well) are really handy and invaluable!
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby thomthom » Mon Aug 10, 2009 3:14 pm

Glad to see it working. :D
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby Gamore » Mon Aug 10, 2009 5:10 pm

Nice Tool ,Thanks
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby accabrera » Fri Aug 14, 2009 4:29 am

Nice job!

Big thank you
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby remon_v » Sun Aug 16, 2009 11:19 am

hey guys... I see some arch texturing here. I subdivided my arch in faces and now I want to texture my arch. I could do it manually by rotating the texture but maybe there's an easier way?



thnx in advance
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby thomthom » Sun Aug 16, 2009 12:29 pm

If you want to use it for rendering then you're better off creating a unique texture for it. V-Ray doesn't render skewed textures properly.
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby remon_v » Sun Aug 16, 2009 12:46 pm

oke thnx
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby Gaieus » Thu Sep 10, 2009 7:36 am

I think this plugin deserves some further attention and care so I made a little tutorial how you can get the final arch texture nicely mapped on a single face (not a series of facets divided by interior edges).

See it here (and thanks Thom for this useful plugin again)
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Re: [Plugin] UV Toolkit (0.3.0b)

Postby notareal » Thu Sep 10, 2009 4:28 pm

Great tutorial Gaieus.
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Re: [Plugin] UV Toolkit (1.0.0)

Postby thomthom » Thu Oct 15, 2009 2:17 pm

Made some internal adjustments after learning how to get UV data from distorted textures. Bumped out of beta.

# 1.0.0 - 15.10.2009
# * Merge with Mirror UV.
# * Correct sampling of UV data. Distorted textures now works.
# * Mirror material speed increase.
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Re: [Plugin] UV Toolkit (1.0.0)

Postby Gaieus » Thu Oct 15, 2009 11:37 pm

Thanks - updated my plugin folder!
;)
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Sat Nov 14, 2009 4:22 pm

Did some experimenting today.
Came up with a method that would texture selected quad-faces using a curve as a quide.

At the moment it requires strips of quad-faces, and the guide has to be a welded curve. But before I release it I want to make it so it doesn't require the edges to be welded.

Then, after the first release I'll see if I can extend it beyond being just strips of quad-faces. Maybe even make it texture triangulated quads.

Anyway - here's the WIP shots. Whatcha think Gaieus? Something for you? :D
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby notareal » Sat Nov 14, 2009 4:36 pm

Looks good!
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Jeff Hammond » Sat Nov 14, 2009 5:02 pm

whoa, that's definitely something i'll be able to use.. (and this is heading into the direction of the type of UV functionality i'd actually need in SU)

in this example, it looks like it would work great along the top area as it's flat.. what about the curved areas near the bottom? (i drew this with a lot less segments for representational purposes.. an actually drawing would still be all quads though each one would be much smaller)
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Sat Nov 14, 2009 5:24 pm

As it is in it current state you'd have to select each row by it self. Your top row is no different from the lower ones except it got larger faces.
But I hope to be able to make it cascade through connected rows, but it'd still have to be quad-faces. Quad-faces are just so much more predictable.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Jeff Hammond » Sat Nov 14, 2009 5:36 pm

thomthom wrote:As it is in it current state you'd have to select each row by it self. Your top row is no different from the lower ones except it got larger faces.
But I hope to be able to make it cascade through connected rows, but it'd still have to be quad-faces. Quad-faces are just so much more predictable.


right, i realize that each row is the same.. i'm just wondering if everything will line up through those bends?

right now in SU, i can get basically two results:
UVing2.jpg


on the left if i just import and paint it on.. the right if i turn on hidden geometry and sample/paint each quad.. i'm really hoping for something more like the middle but not necessarily on a sphere. (that's done with whaat's UVtools)

are you thinking you may have come up with a way to do this?



[EDIT] -- ouch.. and i just remembered if i want to render that sphere in indigo and have it turn out correctly, i have to triangulate the faces first. i'm wondering what would happen with these quads that aren't part of a sphere.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Sat Nov 14, 2009 6:11 pm

Jeff Hammond wrote:are you thinking you may have come up with a way to do this?

Like this?
UVMapping03.png


Jeff Hammond wrote:[EDIT] -- ouch.. and i just remembered if i want to render that sphere in indigo and have it turn out correctly, i have to triangulate the faces first. i'm wondering what would happen with these quads that aren't part of a sphere.

Could you triangulate after mapping?
I think I should be able to deal with triangulated quads - but it won't be the first to be implemented.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby EscapeArtist » Sat Nov 14, 2009 6:18 pm

Oh man, this made texturing some of the stuff I do so much easier.

Thank you! :thumb: :ecstatic:
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Jeff Hammond » Sat Nov 14, 2009 6:38 pm

thomthom wrote:Like this?

ha, yes.. exactly like that


Could you triangulate after mapping?
I think I should be able to deal with triangulated quads - but it won't be the first to be implemented.


actually, yes.. i just tried it but i have to triangulate manually after mapping.. previously, i tried using the triangulateFaces ruby by TIG but it screws up the mapping if i do it afterwards.. i just assumed doing it manually would create the same problem but no, it works.
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Re: [Plugin] UV Toolkit (0.2.0b)

Postby ygcl » Sun Nov 15, 2009 10:44 am

Frederik wrote:Thanks,
:thumb:
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Gaieus » Sun Nov 15, 2009 2:38 pm

Thom, great stuff so far! In my basilica, there was an arch in which there was literally hundreds of bricks. Even with the UV toolkit, it needed a lot of manual "quading" of the faces. :shock:
(and there were like 7 different sizes so you can imagine that day I was making them). :lol:
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby majid » Wed Nov 18, 2009 9:09 pm

maybe adding a "goust preview" of how plugin is going to UVmap (i.e. showing a sphere when choosing shepherical...etc) could improve the ui!!
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Wed Nov 18, 2009 9:52 pm

majid wrote:maybe adding a "goust preview" of how plugin is going to UVmap (i.e. showing a sphere when choosing shepherical...etc) could improve the ui!!

mm? I got no spherical mapping option.

As for the mapping types I do have, I don't have any API to draw texture previews.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Pixero » Sun Nov 29, 2009 7:35 am

Just wanted to say thanks. I've had this plugin for a while but recently it saved me when doing some remapping of leaves on a highres tree. :thumb:
Looking forward to the next version.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Jim » Sun Nov 29, 2009 7:18 pm

Is this correct, or am I using it wrong? I applied the material, selected the face, and selected "Rotate QF Clockwise 90" from the menu.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Sun Nov 29, 2009 8:18 pm

I think it's doing it correct. As it rotates the orientation of the texture it stretch the texture to fit the quad-face.

For normal texture rotation you use the rotate methods from the native Position Texture tool.
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