Allows you to copy the way a texture is mapped on a quad-face to another quad-face. (See video for demonstration.)
UV Memory(2.1.0) Very Experimental! Use only on triangles and quad-faces.
Fit Texture to Quad-faces Will try to fit the texture of the current material onto all quad-faces in the selection. The texture should fit once across the face, no tiling.
Select a textured material. (Make it the current one in the Painbucket tool.)
Select all the quad-faces you want to apply the texture to. (Anything else will be ignored.)
Plugins->UV Toolkit->Fit Texture to Quad-faces
The faces has to have only four corners. (Before 0.2.0b a quad-face could only have four vertices.)
Orientation is not uniform.
Texture is currently mapped to front faces only.
UVToolkit.png
UVToolkit2.png
UVToolkit3.png
UVToolkit4.png
Rotate QF 90/180/270 Degrees(0.3.0b) Rotates the orientation of the textures on the quad-face. Will cause unexpected results if the texture isn't fit to a quad-face.
Frontface to Backface / Backface to Frontface(0.3.0b) Transfers the material from one side of the face to the other. UV mapping will be mirrored.
Known Issues
'Fit Texture to Quad-faces' places the texture arbitrary.
I am not the man of words, Thom. However I have been wishing something like this for sooo long. The first real step for my (lots of) arched structures.
Arc.jpg
Now off to play with it on more complex surfaces. Maybe you could talk to Chris and combine this with his bend plugin so when it's applied, all the UV's are maintained "stuck" to the arch.
No, just kidding. it seems that after bending I could apply this plugin and everything gets "fixed".
Did I say that I'd be off to playing with it more? And did I already thank? _______
Update: playing around with a tubular arch with 25 segments (odd number - after all you need to have a "keystone" in the middle) and with a tube of 8 segments.
Arc.jpg
What I noticed is that you need to have the orientation of the image file in the model correct. You cannot rotate the texture using hidden geometry on an THEN apply the plugin because it will revert it to the default orientation.
Gaieus wrote:I am not the man of words, Thom. However I have been wishing something like this for sooo long. The first real step for my (lots of) arched structures.
Texturing arches was one of my own needs for this plugin. Though it does require to make everything into quads first. How do you do that? I found that by moving one of the arches up or down, SU's autofold would create the extra lines needed. I could then move the arch back to it's original position and have it completely flat. (If that made any sense at all...)
thomthom wrote:it does require to make everything into quads first. How do you do that?
Well, in this case I added the dividing line by hand. I'm used to "handwork" with arches anyway so it didn't mean too much extra work. Forcing autofold can however be a good idea.
Gaieus wrote:What I noticed is that you need to have the orientation of the image file in the model correct. You cannot rotate the texture using hidden geometry on an THEN apply the plugin because it will revert it to the default orientation.
At the moment I don't control at all the orientation of the texture. Further investigation will show if I can control it somehow. Currently I'm trying to identify faces that have four corners, but might be punctuated by other vertices.
thomthom wrote:At the moment I don't control at all the orientation of the texture. Further investigation will show if I can control it somehow...
Never mind. It's already a great help and once you are over the excitement, like you say 'If you ask me about any other UV mapping feature, the answer will most likely be; "I don't know."' I already have ideas
dammit thomthom, i want to stop using sketchup altogether and u guys keep giving me less reason to leave, cant wait to see more developement on this, please keep road kurbs in mind, perhaps a follow along path type texturing, i might be pissing in the wind but we all need to pee every now and then (i'll try work on a better analogy)...
Gaieus wrote:What I noticed is that you need to have the orientation of the image file in the model correct. You cannot rotate the texture using hidden geometry on an THEN apply the plugin because it will revert it to the default orientation.
I've managed to rotate the texture of rectangular quad-faces 90,180 and 270 degrees. But I'm experiencing some oddity with quads of an unusual shape. Getting there though. (And yes, it does rotate the texture of multiple face all at once.)
Fast and accurate, you are a great! I try to stress a little the process with some complex geometries ..... but for now everything seems perfect! Triangular faces with respect to I have a half idea ... Once I realize the concept I try to give you news!
@davide.skp have you tried to group all faces first and then use the mirror tool? I had this issue with imported trees. Using the mirror tool without opening the group/component worked well - applying it to the faces in the group messed up all uv's forever...
thomthom wrote:I've managed to rotate the texture of rectangular quad-faces 90,180 and 270 degrees. But I'm experiencing some oddity with quads of an unusual shape. Getting there though. (And yes, it does rotate the texture of multiple face all at once.)
I had no problem with rotating the texture on my first example but in the second (tubular) one,with hidden geometry in it, it reverted.
As for the triangular faces, however, I think we can solve from the creation of texture ENDOW ... therefore, if you create the texture, like that crap that attached below ((do not laugh ... please! (on this machine I do not have libraries, and even software)) TEXTURE BE DONE WITH THIS LOGIC potresti forcing the deformation of the side "red" retaining its position as the pivotal point of the "green" and excluding portions "black"?
Ok, it's a bug when the face is not shaped like a rectangle or parallelogram. I have similar issue when I tried to make a function that rotates the texture left/right. This affects both this plugin as well as the UV Mirror plugin.
I must look deeper into how skewed textures works.
davide.skp wrote:As for the triangular faces, however, I think we can solve from the creation of texture ENDOW ... therefore, if you create the texture, like that crap that attached below ((do not laugh ... please! (on this machine I do not have libraries, and even software)) TEXTURE BE DONE WITH THIS LOGIC potresti forcing the deformation of the side "red" retaining its position as the pivotal point of the "green" and excluding portions "black"?
I was using google translator ... fell like a donkey!
I said that we could adjust the triangle, if it were made with certain criteria, what do you think?
or ... we should not necessarily create a specific texture (which depend on the use if they want to do) however, the routine should position the texture on the face by adjusting the triangular side "red" at the base of the triangle and the other side the one with the "green" im sure that the "green" is in the middle and coincident with the apex of the triangle ..
I hope you understand! sincerely sorry but use very little English!