[Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby shri » Mon Jul 16, 2012 7:02 am

many many thanks for your great tool.. :thumb:
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby majid » Wed Jul 18, 2012 5:42 am

unique genius Fredeo!!!!! many many thank you, this is greaaat
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby pieterv » Wed Oct 10, 2012 9:38 am

Hey Fredo,

Thanks a lot for the great plugin! You are a hero.

I have a slight problem tho. I used your plugin and in sketchup it looks like this



but when I render it in Maxwell Render it looks like this:



The yellow stones in the little wall have become much smaller and the middle part of the street has become darker. Do you have an idea what the problem could be?

Thanks!

Pieter
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby TIG » Wed Oct 10, 2012 9:45 am

Check if the two surfaces have the material applied in a different way.
I suspect that one has the material applied to the face itself while the other has the material applied to the 'container' [group/component-instance] - check this by using 'Entity Info' and selecting the actual faces in each case - the 'mapping' cannot persist into exported formats when applied to a container rather than the face itself... Of course it might be a Maxwell issue with it mis-handing the UVmapping ?
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby thomthom » Wed Oct 10, 2012 9:46 am

Contact Maxwell support - as this is their render engine that doesn't properly process the UV mapping.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby pieterv » Wed Oct 10, 2012 11:09 am

I have checked, and the two materials are axactly the same. I have the free version of Maxwell Render, so I'll repost this under "extensions & applications". Thanks for answering!
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby thomthom » Wed Oct 10, 2012 11:30 am

I'd still recommend you contact Maxwell - as this would then be something that presumably affects all users. Reporting issues to the developers is important - otherwise it'll never get fixed.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby cadmunkey » Sat Oct 13, 2012 1:39 pm

Is this plugin for premium members only? If I click the download icon I get a banner.png.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby massimo » Sat Oct 13, 2012 1:48 pm

ThruPaint is installed as part of FredoTools.. It requires LibFredo6 4.4 or above.

See the main post for this plugin for Installation of FredoTools

So you have to go to Fredo tools thread to download the plugin. Scroll down the page and you'll find it below the "download" icon.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby cadmunkey » Sun Oct 14, 2012 9:57 am

massimo wrote:
ThruPaint is installed as part of FredoTools.. It requires LibFredo6 4.4 or above.

See the main post for this plugin for Installation of FredoTools

So you have to go to Fredo tools thread to download the plugin. Scroll down the page and you'll find it below the "download" icon.


Cheers!
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby masterpaul » Sun Jan 06, 2013 4:41 am

I cant seem to texture this irregular surface, it just wont do it, textures wont align no matter what, and they also rotated differently everywhere.

Edit: Uploaded the file also.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Wed Jan 09, 2013 9:20 pm

masterpaul wrote:I cant seem to texture this irregular surface, it just wont do it, textures wont align no matter what, and they also rotated differently everywhere.

Edit: Uploaded the file also.

The surafce is very 'irregular' actually. Unless it is made of Quads (with Thomthom's convention), I am afraid it cannot be properly mapped with ThruPaint.
I would recommend you try with SketchUV plugin, which is more specialized in UV-mapping any kind of surface.

Fredo
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby masterpaul » Wed Jan 09, 2013 10:37 pm

Fredo6 wrote:
masterpaul wrote:I cant seem to texture this irregular surface, it just wont do it, textures wont align no matter what, and they also rotated differently everywhere.

Edit: Uploaded the file also.

The surafce is very 'irregular' actually. Unless it is made of Quads (with Thomthom's convention), I am afraid it cannot be properly mapped with ThruPaint.
I would recommend you try with SketchUV plugin, which is more specialized in UV-mapping any kind of surface.

Fredo

Thanks :-)
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby Oxer » Mon Feb 04, 2013 9:49 pm

Hi Fredo,
I'm user of Thea4SU plugin and I have found a conflict with your plugin, before to install Thea4SU, ThruPaint worked fine but after, it appears this Error in Ruby Console:
Thrupaint Error.png

I don't know if you can help me, I'll comment it to Tomasz (plugin developer) too.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Tue Feb 05, 2013 4:12 am

Oxer,

Thanks for signaling.

Could you type the following in the Ruby console and send me the output
Sketchup.read_default "FredoTools_ThruPaint", "Param"

Thanks

Fredo
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby Oxer » Tue Feb 05, 2013 1:39 pm

This is the output in Ruby Console:
Output Ruby Console.png
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Tue Feb 05, 2013 5:11 pm

Oxer,

Thanks. Did you type the command with Thea installed or uninstalled (because the string is correct)?

Fredo
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby Oxer » Tue Feb 05, 2013 6:42 pm

With Thea installed, I probed to type the command before and after to use Thea4SU and the result in the ruby console is the same.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby TIG » Wed Feb 06, 2013 10:31 am

Perhaps Thea uses a materials-observer and that then clashes with how this Fredo tool works ?
Other renderers like Twilight probably have something similar too, without clashing; so it will be fixable, but then that's probably needed on the Thea side...
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby thomthom » Wed Feb 06, 2013 10:48 am

Many render engines has a tendency to cause instability due to observers. Now, I do think ThruPaint also uses some observers. It's not easy to work out where the conflict lies when most render engines scramble their files (understandably).
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Wed Feb 06, 2013 1:21 pm

The issue does not seem to be related to observers but to a corruption in the Plist registry, since Sketchup.read_default returns a corrupted string.
What is not clear is the relation with Thea Render and where this can come from.

I don't know is any other users on Mac, using both Thea and ThruPaint (and Ivy) have met this problem!

Fredo
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby pbacot » Tue Mar 12, 2013 5:55 am

I am trying to setup Sketchup on a Mac Mountain Lion computer. When I load Thrupaint the dialog is cramped and tiny. Obviously I can't work with this. What determines this? The dialog for Curviloft is the same.

Has anyone had luck with this and Mountain Lion? It's on a 15" retina display laptop.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby jarynzlesa » Wed May 29, 2013 9:27 pm

Somebody should give you a gold medal dear Fredo6 :thumb:
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby Pherim » Fri Sep 27, 2013 9:14 am

I really love this plugin, it is probably the one I use most often, just because it makes texturing so much more quick and easy than with the native tool. However, the QuadMesh-Mode does not work when exporting the meshes to other programs, because the textures get distorted. First I had this problem with Walkabout3D and now it happens when I export objects to Unity engine with Playup Tools. Is this due to limitations in Sketchup or could this be fixed somehow? Might this work better with SketchUV? Haven't tried but I think I am going to purchase it, just noticed the price drop.

edit: It worked with SketchUV. Still this plugin is amazing.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Fri Sep 27, 2013 8:19 pm

Pherim wrote:I really love this plugin, it is probably the one I use most often, just because it makes texturing so much more quick and easy than with the native tool. However, the QuadMesh-Mode does not work when exporting the meshes to other programs, because the textures get distorted. First I had this problem with Walkabout3D and now it happens when I export objects to Unity engine with Playup Tools. Is this due to limitations in Sketchup or could this be fixed somehow? Might this work better with SketchUV? Haven't tried but I think I am going to purchase it, just noticed the price drop.

edit: It worked with SketchUV. Still this plugin is amazing.

The Quadmesh mode deforms the texture, which is not well handled by Sketchup, as it only supports 'perspective' deformation. In some model, this is OK, in others it is not. Very often, the best technique is to have a set of patches with projected texture and take care of their nice junctions. In any case, you are right to use SkethcUV which is a great plugin and is much more powerful for accurate texturing.

Fredo
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby Pherim » Fri Oct 11, 2013 12:33 pm

Just wanted to add to my previous post, that I have since discovered that ThruPaint and SketchUV really work well together. For example, if I paint a texture in Quadface mode with ThruPaint it will be distorted when I export the model to Unity, as I wrote before. However, when I use SketchUV to triangulate the faces after applying the texture with ThruPaint, the mapping gets preserved and the export works perfectly. So thanks a lot to the creators of both plugins, they complete each other wonderfully.
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Re: [Plugin]FredoTools::ThruPaint 1.0j - 11 Apr 12

Postby romanticlife » Tue Dec 17, 2013 6:56 am

guanjin wrote:
Free Agent wrote:your interface and icons are ugly, but these tools are EFFING amazing!!!!!! Really cant believe these things are possible in Sketchup (wheres the clapping hands icon) - and very gracious of you to make them free, i will definitly donate!

please fix graphic interface and icons :)


support, all of the powerful plug-in, Fredo6 the selfless spirit! Admire
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby bac9-flcl » Sat Jan 04, 2014 3:05 pm

I'm not sure I understand how Natural UV mode is supposed to work. No mesh I've tried it with ever got continuous texture mapping like one stock SU painting tool in Alt-mdode is capable of applying. Only the rotation is rarely repeated properly, but the position of the tile in UV space is completely off. Here is a simple example, two bent rectangular columns made with some repeated rotations and pulls. Simple sequence of faces, no triangles, no bidirectional corners.



Stock SU paint bucket tool creates proper continuous texture mapping for each face based on UVs from the border of each previous face (of course, you have to edit the coordinates on the first face at least once to override the automatic projection mapping). ThruPaint produces a seemingly random sequence of tile positions and rotations even if the first face mapping was modified and even though the faces were painted in order, just like with the stock tool.

Some more examples of the behavior I'm trying to get (easily achieved with the stock Paint Bucket tool and Alt key sampling of each face texture mapping through the sequence):















What am I missing to get that essential feature to work? As you surely know, GPUs treat every edge without continuous texture mapping as a set of two edges (i.e. borders of a UV islands), which is why results like those aren't particularly useful if you don't want to render more than twice vertices than necessary. Surely I'm just overlooking some setting or hotkey.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Sun Jan 05, 2014 5:05 pm

Interesting. You seem to understand how UVs work with Sketchup.

Would you have a sample model, with your texture, so that I try and see what is going on.

Thanks

Fredo
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby sahol » Sun Jan 05, 2014 8:13 pm

Excuse me how do I download this plugin?
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