by fredo6 » Tue Apr 09, 2019 12:46 pm
Maybe you can PM me the model so that I see if this is related to ThruPaint or to your machine configuration.
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by Ahmed0007 » Wed Apr 10, 2019 10:25 pm
hi fredo6 i'm making a tutorial about your this plugin but i think i found bug. it's not painting Dimensions in sketchup 2018-19 what is the solution. Thanks
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by fredo6 » Fri Apr 12, 2019 2:48 am
Ahmed0007 wrote:hi fredo6 i'm making a tutorial about your this plugin but i think i found bug. it's not painting Dimensions in sketchup 2018-19 what is the solution. Thanks
It's just a missing feature. Not sure if there is a value in this (versus using the native Paint tool). Fredo
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by Ahmed0007 » Fri Apr 12, 2019 3:34 am
fredo6 wrote:Ahmed0007 wrote:hi fredo6 i'm making a tutorial about your this plugin but i think i found bug. it's not painting Dimensions in sketchup 2018-19 what is the solution. Thanks
It's just a missing feature. Not sure if there is a value in this (versus using the native Paint tool). Fredo
ok. thanks for reply.
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by chaosaic » Fri Apr 12, 2019 2:30 pm
fredo6 wrote:@chaosaic,
Difficult to tell what is the problem. Could you indicate which UV mode you use (Natural, Projection, QuadMesh) and if you have a problem of performance in all modes.
Also, what kind of texture do you use? Is it a heavy image?
after few days of searching and testing , I believe I have found the problem. at least the huge one of them. when outliner tray is expanded , if the file contains high poly geometry , whether its hidden or not (but geometry in invisible layer not in this case), painting UV and using of visual mode will be extremly lag(I'm not sure if this happen in my PC only). anyway , really appreciate that you take your time to answer my question patiently. and again , great plug-in.
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by fredo6 » Sat Apr 13, 2019 2:27 am
chaosaic wrote:after few days of searching and testing , I believe I have found the problem. at least the huge one of them.
when outliner tray is expanded , if the file contains high poly geometry , whether its hidden or not (but geometry in invisible layer not in this case), painting UV and using of visual mode will be extremly lag(I'm not sure if this happen in my PC only).
For info, I made a change in FredoTools 3.4a to keep performance OK when outliner is open. So if you wish to test if it works in your case... Fred0
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by chaosaic » Sat Apr 13, 2019 4:31 am
For info, I made a change in FredoTools 3.4a to keep performance OK when outliner is open. So if you wish to test if it works in your case... Fred0
I have just test ThruPaint in FredoTools 3.4a. When outliner tray is opened , painting and adjusting speed is almost the same as its not open. Outliner problem just like mystery to me and you just solve it As a newbie I want to ask if there's a way to export a 3dsmax model's UV to sketchup? I hvae a 3dsmax model already has it's own UV map, then I export it as .obj, import to WrapR check its the same as 3dsmax model, then import UV.obj by SketchUV tools, but not working.
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by Vicente122334 » Sun Apr 21, 2019 9:19 pm
Hey Fredo6! So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent... Is there any way I can solve this? I've been searching for almost a week, thanks!
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by fredo6 » Tue Apr 23, 2019 4:34 am
Vicente122334 wrote:Hey Fredo6! So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent... Is there any way I can solve this? I've been searching for almost a week, thanks!
Difficult to tell without the model. In general, you should do all the segments of the road in one go.
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by dedmin » Tue Apr 23, 2019 5:56 am
Vicente122334 wrote:Hey Fredo6! So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent... Is there any way I can solve this? I've been searching for almost a week, thanks! https://www.youtube.com/watch?v=kkurqnkd1rY
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by Vicente122334 » Thu Apr 25, 2019 5:44 pm
fredo6 wrote:Vicente122334 wrote:Hey Fredo6! So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent... Is there any way I can solve this? I've been searching for almost a week, thanks!
Difficult to tell without the model. In general, you should do all the segments of the road in one go.
Hello! Thank you so much for replying! I actually manage to find the solution, I just had to triangulate and I also did what you said in your post, I did all the road together. I actually have another issue but I don't think this one is solvable, I don't know... when the curve starts in my road, the part of the texture on the left side scales up way more than the one on the right side. Is it possible to keep both at the same scale? Thanks for reading! I will also send the sketch file this time.
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by fredo6 » Fri Apr 26, 2019 11:26 pm
Stretching of the texture is inevitable in the rounding with the way Sketchup handles texture adjustment. There is nothing you can really do about it, even if you manage it manually with the pins.
Fredo
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by Ahmed0007 » Thu May 02, 2019 4:57 pm
Complete Tutorial of Fredo ThruPaint https://youtu.be/db3KAv0-ATI
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by fredo6 » Thu May 02, 2019 9:50 pm
Thank you very much. Very complete and didactic. Congratulations. I inserted the video in the main post of this thread. Fred PS: You should post on SketchUp Forum too.
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by Ahmed0007 » Fri May 03, 2019 1:13 pm
fredo6 wrote:Thank you very much. Very complete and didactic. Congratulations. I inserted the video in the main post of this thread. Fred PS: You should post on SketchUp Forum too.
Thank you so much 
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by summerson1990 » Sun Nov 03, 2019 3:21 pm
Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
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by fredo6 » Sun Nov 03, 2019 8:55 pm
summerson1990 wrote:Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
Not obvious, but probably feasible.
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by summerson1990 » Sun Nov 03, 2019 9:56 pm
fredo6 wrote:summerson1990 wrote:Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
Not obvious, but probably feasible.
So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
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by fredo6 » Mon Nov 04, 2019 1:05 pm
summerson1990 wrote:So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
I just say that this is not supported in the current version. So I would need to make the change. Fredo
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by summerson1990 » Mon Nov 04, 2019 9:00 pm
fredo6 wrote:summerson1990 wrote:So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
I just say that this is not supported in the current version. So I would need to make the change. Fredo
Ok, as you will do it it will be very useful. Thank you!
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by modavi » Fri Nov 22, 2019 6:06 pm
Hi Fredo, thanks for the amazing plugins! They're indispensable! I am running into an issue exporting a mesh textured with ThruPaint to OBJ or FBX. Neither format preserves the UVs I've generated. sketchup-mesh.jpg After exporting the above mesh to obj or fbx format, and then import it into another program (I've tried both maya and unity) the UVs seem to have reverted to a basic planar projection. unity-mesh.jpg Is there anything required to "bake" the UVs into the mesh before they can be exported successfully by the built in sketchup exporters? I've tried enabling triangulation in the export options, but that does not fix the issue. It's worth noting I'm using Sketchup 19.3.252 on OSX. Thanks!
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by rv1974 » Sun Nov 24, 2019 11:49 am
Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint? *- analogous to TT's Quadface Tools?
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by fredo6 » Sun Nov 24, 2019 12:45 pm
rv1974 wrote:Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint? *- analogous to TT's Quadface Tools?
What do you mean? In QuadMesh mode, ThruPaint works whether the quads are true quads or are triangulated. Do you want to force triangulation?
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by rv1974 » Sun Nov 24, 2019 3:59 pm
Yes I mean 'force triangulation' option (I hope we are talking about the same things  You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only way I know to avoid this plague is triangulation. TT's Triangulate command works perfectly, The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect.
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by fredo6 » Sun Nov 24, 2019 4:10 pm
rv1974 wrote:Yes I mean 'force triangulation' option (I hope we are talking about the same things  You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only way I know to avoid this plague is triangulation. TT's Triangulate command works perfectly, The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect.
OK. But then, why don't you do the triangulation once, and then call ThruPaint after. My problem is more to see how to fit the option in an already crowded GUI, and also keeping ThruPaint doing what it is paid for, that is, apply colors and textures, not alter the geometry.
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by rv1974 » Sun Nov 24, 2019 4:50 pm
Quite often I have to deal with truly complex files (say +100k objects, +1.5M faces). It's simply inevitable to skip some objects (that must be triangulated). For instance, Profile Builder allows instant multiple paths profile creation. I suggested Whaat to add 'triangulate upon creation' option But it wasn't addressed unfortunately. And then when the moment of export comes... Houston we have a problem Anyways.. I don't think one tiny 3x3mm Δ button will mess up the palette. Per contra, the benefit would be inexpressible.
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by Bandika » Tue Dec 03, 2019 2:06 am
My favourite tool! Though now I have problems in SU2019. A tiny little surface, such as a chair seat lasted 1,5 hour to paint. Earlier it was cca. 5 seconds. Every little surface is 1 hour to do.
What could happen? I am going crazy...
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by fredo6 » Tue Dec 03, 2019 11:12 am
Bandika wrote:My favourite tool! Though now I have problems in SU2019. A tiny little surface, such as a chair seat lasted 1,5 hour to paint. Earlier it was cca. 5 seconds. Every little surface is 1 hour to do.
That's not normal. Could you post or PM me the model.
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by Bandika » Tue Dec 03, 2019 11:18 am
Dear Fredo!
It just has recovered!!! I deleted then istalled again the extension, and now it is working as fine as before!!! Maybe it got scared from you:) Big thanks!
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by fredo6 » Tue Dec 03, 2019 11:49 am
Good to hear.
Still, I wonder what was creating the performance problem...
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