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

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

Postby hsrhdrehre5654654 » Tue Feb 16, 2016 6:31 pm

Ok, so here is an example of the problem ->

The only thing to avoid this, is to press CTRL (force re-paint) and start over, but you will lose the uv position and the texture will not be continous. If i try to pick a sample of the material/uv coordinates and try to kept the texture continuity, it wont work either.
Is there any way to avoid this? thanks in advance.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby rv1974 » Wed Feb 17, 2016 10:32 am

Hi,
I'm struggling (unsuccessfully) to get the desired result (see the bottom variant- no distortions, continuity, aligned to the edge, one click solution)
Is it possible with this tool?
If not, may this mode be added?
Thank you.
Edit: Actually, there IS a defect with the bottom variant (BTW it was made by default with PB)- sometimes it can't keep contiguity in corners- it applies UV's anew each sector).
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby rombout » Fri Mar 11, 2016 11:03 pm

In the settings there is a option for thrupaint to activate it when native tools are used. Does this mean thupaint popups when we use the bucket tool? If so on mac using su2015 it doesnt show?
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Sat Mar 12, 2016 3:33 pm

rombout wrote:In the settings there is a option for thrupaint to activate it when native tools are used. Does this mean thupaint popups when we use the bucket tool? If so on mac using su2015 it doesnt show?

There is a icon, showing letter A, in the toolbar for auto launch.

Note that if you click again on the toolbar icon of ThurPaint, you will launch the native Bucket tool. Same with shortcuts (say B). If you are in Auto mode, then typing B twice will launch the native bucket tool.

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

Postby rombout » Sat Mar 12, 2016 4:37 pm

Thanks I'll check if I can find that. I thought that option being checked already would launch thrupaint together with bucket.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby rombout » Tue Mar 15, 2016 7:57 pm

fredo6 wrote:
rombout wrote:In the settings there is a option for thrupaint to activate it when native tools are used. Does this mean thupaint popups when we use the bucket tool? If so on mac using su2015 it doesnt show?

There is a icon, showing letter A, in the toolbar for auto launch.

Note that if you click again on the toolbar icon of ThurPaint, you will launch the native Bucket tool. Same with shortcuts (say B). If you are in Auto mode, then typing B twice will launch the native bucket tool.

Fredo

Aha, got it. i was looking in the main toolbar. thanks!
Its still a bit tiny on mac but the retina settings do work, i cant set them any bigger right?
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby Zekiuar » Wed Mar 30, 2016 7:01 pm

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

Postby rombout » Fri Apr 15, 2016 2:17 am

i got a question about using the visual editor. Im using this on mac su2015.

When i want a texture to scale in U and press alt (option) left click i get the editor. When i try to use the sliders for the U and V, im having a hard time getting them to actually do something. Most of the time i need to click a couple before i get it to work.

Im working on macbook pro mid 2015

How can i use this editor with the U and V sliders without the texture getting skewed by QuadUV mesh option?
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby rombout » Thu Aug 25, 2016 8:21 am

Wondering if you still thinking about getting the material selector to work better on mac. It really a pain in the ass to work with it now :)
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Fri Aug 26, 2016 8:14 am

@rombout,

On Mac with high-resolution screens, I am afraid that it's not possible to change the text size for the palette button.
However, for the gizmo to modify texture size and orientation, it should work normally. Note that for resizing in U and V, you can use the arrow keys (keep them pressed).

For the material editor on Mac, this is a big task, and I think it would be up to the Sketchup team to improve it (as well as the underlying API).

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

Postby rombout » Fri Aug 26, 2016 8:39 am

I do have some hard times when i want to work with the gizmo, but i think i should check some tuts about this again.

Yes the main issue is selecting materials. Using the tab to switch is sort of annoying cause it jumps through the list without a normal pattern. Not sure why the API is that different then from Windows machines.

Probably need to wait till they fix it.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby povuser » Sat Oct 01, 2016 7:48 am

-

Visual Editor - U-Scale V-Scale Sliders Have Disappeared
----------------------------------------------------------------

I was having quite a good time with Thrupaint when for some reason, the scale-u and scale-v sliders in the visual editor disappeared and I can't figure out how to get them back. I have the sliders for translation, uniform scale, and rotation, but the sliders that normally appear in the middle of the axis are no longer there. I thought maybe it was because the material I was using had its aspect ratio locked in the SU material creation panel, but that didn't seem to work. I've tried various different modes in Thrupaint, but to no avail. Also tried repainting with default null material, restarting sketchup, etc.

I think (?) I read somewhere something about uv scaling options being unavailable in natural mode, but I swear (90% at least) that I had this working in natural mode. I might be remembering wrongly.

Edit - When the problem with the Visual Editor is present, shift arrows do not work either for separate u and v scaling. Shift-any arrow uniformly scales the texture. The VCB does however work, but is no good for fine work.

Does it sound like another plugin might be capturing or interfering with things? But its hard to believe that would affect the visual editor widget.

Using Windows 7, SU 2015Make

Any ideas?
Thanks,
Dave
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Sat Oct 01, 2016 1:01 pm

It is true that non-uniform scaling is not available for Natural mode (essentially because Natural mode does not assume any particular reference orientation of the surface, as opposed to QuadMesh and Projection)

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

Postby povuser » Sun Oct 02, 2016 9:34 am

Thanks Fredo. I was just coming back to edit my post after re-reading (more carefully) your intro at the top of this topic that makes it clear separate scaling is not available in normal mode. My bad. Cheers.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby sicksickisck » Tue Oct 04, 2016 12:20 pm

Great plugin :bounce: !! better,faster and more user friendly than sketchUV.. but one..
feature request :
- preview [mapped] texture out of the polygon* [ like in native skp foto/texture tool editor]


*mapped area /tiled
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Wed Oct 05, 2016 1:57 pm

sicksickisck wrote:feature request :
- preview [mapped] texture out of the polygon* [ like in native skp foto/texture tool editor]

*mapped area /tiled

I am not really clear on what you mean?

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

Postby sicksickisck » Thu Oct 06, 2016 10:35 am

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

Postby fredo6 » Thu Oct 06, 2016 6:23 pm

I am still unclear. The Gizmo is fully interactive and putting a semi-transparent layer would only be aesthetical.

Do I miss anything?
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby rombout » Thu Oct 06, 2016 7:59 pm

I think he wasnt a preview of the tiling of the texture, just like native tool
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Thu Oct 06, 2016 8:53 pm

I think it makes sense for a single face.
I have to see what can be done for a surface; not trivial anyway.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby sicksickisck » Thu Oct 06, 2016 9:22 pm

"I think he wasnt a preview of the tiling of the texture, just like native tool"

kind of :fro:
it would be nice, to see all texture when I move a gizmo;
"tiling" is nice option too;

"I think it makes sense for a single face.
I have to see what can be done for a surface; not trivial anyway"

Yeah I think this is not easy mode thing :p ;
Thanks! for the reply anyway ;
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby fredo6 » Thu Oct 06, 2016 9:46 pm

sicksickisck wrote:it would be nice, to see all texture when I move a gizmo

That would be very difficult because
- in Ruby, you can draw a picture (i.e. the texture png). So I would have to create a temporary fake face with the right dimensions to show the texture
- again, would work for one face but not for several.
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Re: [Plugin] FredoTools::ThruPaint 1.2a - 08 May 12

Postby sicksickisck » Fri Oct 07, 2016 7:52 am

thats would be helpful too, because sketchup native texture manipulator sux at all..
Thanks.
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Re: [Plugin] FredoTools::ThruPaint 1.3a - 20 Oct 16

Postby fredo6 » Thu Oct 20, 2016 9:20 pm

NEW RELEASE: ThruPaint v1.3a - 20 Oct 16

This update introduces a Purge feature. This removes all attributes created by ThruPaint to manage texture editing across Sketchup session, reducing the skp file size.

ThruPaint Purge.png


See main post of this thread for more information on ThruPaint.

See main post of FredoTools thread for download of FredoTools, which includes the ThruPaint script.

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

Postby Poot » Fri Dec 02, 2016 4:51 pm

How the hell do you install this plugin because i can't find the rbz file off tru paint or all the rest off the plugins only round corner is possible...
I already installed libfredo7.2 but what do i need to do then, how can install all your other plugins whitout rbz files?
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Re: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

Postby Pherim » Fri Dec 02, 2016 5:53 pm

As stated in the start post and one post above yours, it is part of FredoTools.
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Re: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

Postby penumbra » Wed Jan 18, 2017 7:14 pm

Hi Fredo, and others here. I used to be able to use true paint on most pseudo quads i create. all of the sudden today i am getting stomped by a simple little curb i created. It just won't true paint! Any help is appreciated. File is attached below.
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Re: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

Postby Rich O Brien » Wed Jan 18, 2017 9:56 pm

penumbra wrote:Hi Fredo, and others here. I used to be able to use true paint on most pseudo quads i create. all of the sudden today i am getting stomped by a simple little curb i created. It just won't true paint! Any help is appreciated. File is attached below.


Delete the caps at each end. Should work then
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Re: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

Postby penumbra » Wed Jan 18, 2017 10:18 pm

Brilliant! Thank you Rich. And now for the "why". Why is that a behavior of the tool?
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Re: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

Postby Rich O Brien » Wed Jan 18, 2017 10:37 pm

It would need to be unwrapped properly. It's a closed volume so ThruPaint seems to have a cow man!
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