[Plugin] UV Toolkit

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

Postby Jim » Sun Nov 29, 2009 8:44 pm

Ok Thanks, I was just thinking about a quick shortcut to rotate a texture 90 degrees (no stretching.)
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Sun Nov 29, 2009 8:54 pm

To add a hotkey to?

Since SU already has a rotate method I haven't made one myself.
uvrotate.PNG


But you can't assign a hotkey to it. That is one reason why I have considered recreating my own function. But it haven't been high up on the list.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Jim » Sun Nov 29, 2009 9:10 pm

Looking at your UV Tools, you are shifting the positions of points in 2 arrays. Is it as simple using a rotation on the arrays (around face.normal at face.bounds.center, maybe) instead of shifting? I'll try that.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Sun Nov 29, 2009 9:15 pm

I don't quite remember what I did. But what I do is somewhat special for quad-faces with textures stretched to fit.
Think you need some different handling for a general rotate method...
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Jim » Sun Nov 29, 2009 9:37 pm

It works for square textures (where the image is square) but distorts rectangular ones.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Sun Nov 29, 2009 9:47 pm

I think what you need to do is sample four points in a quadratic formation of the face's plane and then shift the 3Dpoints.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Pixero » Tue Dec 22, 2009 8:39 am

Here's my two requests for a great tool:

First, an option to keep the scale of a texture when rotating.



Second, add it to the right click menu for easier access.

Edit: Fixed the image size. :roll:
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Tue Dec 22, 2009 9:08 am

Pixero wrote:First, an option to keep the scale of a texture when rotating.

That's a mighty small image there... can't see much what's going on.

The rotate feature is meant for textures stretched to fit quad-faces. Special purpose rotate. SU already got rotate methods built in - When you activate SU's texture gizmo - you have a Rotate sub-menu.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Pixero » Tue Dec 22, 2009 9:21 am

Still its great to be able to select a bunch of faces and rotate at the same time.
You cant do that with SU's build in tools can you?
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Tue Dec 22, 2009 9:24 am

Pixero wrote:Still its great to be able to select a bunch of faces and rotate at the same time.
You cant do that with SU's build in tools can you?

No you can't. Good point. I could add that feature. :thumb:
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Pixero » Tue Dec 22, 2009 9:26 am

I'm using it to rotate the texture on leaves on trees so doing it manually isn't an option. ;)

And don't forget the right click menu...
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Tue Dec 22, 2009 9:30 am

Only thing though, about which points should it rotate...?
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby Pixero » Tue Dec 22, 2009 9:34 am

Can't you just swap the UV "scale"?
I mean like it is now but with an option to keep the scale on the X and Y axis.
(Rotating the points so that Points A,B,C,D would be D,A,B,C or something like that.)
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Tue Dec 22, 2009 9:49 am

There is no such fixed points. The one for the quad-faces works like that because you can use the four vertices of the face. But you can't do that when you have differently shaped faces and/or want to preserve scale.

With SU, you have to generate the set of points yourself and query the face. So when rotating, I need one anchor point.
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Re: [Plugin] UV Toolkit (1.0.0) — 15 October 2009

Postby thomthom » Tue Dec 22, 2009 9:50 am

hm... or maybe it won't be a problem.... hmm
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