[Plugin] UVprojection

[Plugin] UVprojection

Postby Pixero » Thu Jan 27, 2011 10:39 pm

Have you ever experienced this when editing textured geometry in SketchUp?

01.jpg


Now you can easily fix messed up UV's by projecting planar UVs on a selection in either X, Y or Z axis.

02.jpg


Works with both ungrouped and grouped geometry.
Also works for faces perpendicular to the projection.

05.jpg


Note that each face need to have a texture applied for the script to work.

Description:

You'll find it either under the plugins menu under UV projection -> Planar
or if you select some geometry with a texture and right click.

03.jpg


04.jpg



Projection axis: X, Y or Z

Texture size:
Keep current size tries to do just that.
Fit stretches the texture to fit the bounds.
Set tiling lets you set how many times a texture should tile.
(1 for width and 1 for height will be the same as Fit.)
Set size lets you specify how big the texture should be and in with Global Influence mode it actually changes the texture size values in the material editor so all objects with that texture will be affected.

Tiling Width/Height: how many times the texture should tile across the object.

Influence: Local or Global for Set Size.

Texture Width/Height: The size of the texture.

Project UV's on: Front, Back or Both


Enjoy!

UVprojection.rb
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Re: [Plugin] UVprojection

Postby TIG » Thu Jan 27, 2011 10:41 pm

Thanks, I'll give it a whirl... :)
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Re: [Plugin] UVprojection

Postby thomthom » Thu Jan 27, 2011 10:42 pm

You solved the perpendicular problem?? how?
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Re: [Plugin] UVprojection

Postby Rich O Brien » Thu Jan 27, 2011 10:44 pm

Whooah! That's a clever tool, Congrats and thanks
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Re: [Plugin] UVprojection

Postby Pixero » Thu Jan 27, 2011 10:46 pm

thomthom wrote:You solved the perpendicular problem?? how?



Look under: def planar_map.
I think I've explained it fairly detailed. If you need more info, PM me.
I'm sure it can be optimized. :roll:
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Re: [Plugin] UVprojection

Postby Pixero » Thu Jan 27, 2011 10:53 pm

I must also take the opportunity to thank both TIG and Thomthom for their help, and Whaat for his UVtools script that this script is based on.
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Re: [Plugin] UVprojection

Postby Vicspa » Thu Jan 27, 2011 11:04 pm

Haven't tried it yet but it sounds great, thanks Pixero
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Re: [Plugin] UVprojection

Postby Chris Fullmer » Fri Jan 28, 2011 12:01 am

I thought it was a UV Protection - sunblock. I suppose it'll still be useful anyhoww :)

Looks great Jan, good job!
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Re: [Plugin] UVprojection

Postby honoluludesktop » Fri Jan 28, 2011 1:00 am

Jan, Thanks, very clever.
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Re: [Plugin] UVprojection

Postby vidy » Fri Jan 28, 2011 3:06 am

thanks jan.. another good plugin on texturing :D
one request, is it possible if its added rotate function to rotate the texture? actually we can still able to using native SU texture editing to rotate it though, but probably if its all in one place it will come in handy.. :bounce:


thanks,
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Re: [Plugin] UVprojection

Postby rv1974 » Fri Jan 28, 2011 7:27 am

Thank you Pixero!
Could you add 'lock bitmap propostions' feature?
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Re: [Plugin] UVprojection

Postby Krisidious » Fri Jan 28, 2011 9:59 am

sweet...
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Re: [Plugin] UVprojection

Postby RHPLUS » Fri Jan 28, 2011 5:50 pm

Sketchup is the perfect tool for modeling, I use it all the time in my work, but here is one main disadvantage that I can't fix UV textured meshes on vertex of triangle faces. Projected textures let me to modify shapes but UV-textures are spreading during modification.
I have a question to all Ruby writers. Is this possible to make a plugin which make textures fix on vertex?
Thank You for all your great work. With Your help, Sketchup becomes the best professional tool for architectural modeling.
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Re: [Plugin] UVprojection

Postby thomthom » Fri Jan 28, 2011 6:02 pm

RHPLUS wrote:Sketchup is the perfect tool for modeling, I use it all the time in my work, but here is one main disadvantage that I can't fix UV textured meshes on vertex of triangle faces. Projected textures let me to modify shapes but UV-textures are spreading during modification.
I have a question to all Ruby writers. Is this possible to make a plugin which make textures fix on vertex?
Thank You for all your great work. With Your help, Sketchup becomes the best professional tool for architectural modeling.

Check out the UV Memory feature of my UV Toolkit: viewtopic.php?f=323&t=18992&p=155759
(New version coming shortly)
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Re: [Plugin] UVprojection

Postby RHPLUS » Sun Jan 30, 2011 12:35 pm

Thank You thomthom for your quick reply to my problem. I had checked this new UV toolkit, but I'm affraid that it works only with projected textures. I think rather about textures wrapped around irregular shapes (not projected) for example human models.
I know that this is difficult, but another 3d applications like Lightwave, Maya, MAX, Polygon Cruntcher etc. make this, so I believe that it's possible in Sketchup.
(sorry for my bad English)
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Re: [Plugin] UVprojection

Postby notareal » Sun Jan 30, 2011 12:58 pm

Thanks. More UV tools the better - maybe google get's the message in some point - proper UV tools are really needed for SU.
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Re: [Plugin] UVprojection

Postby thomthom » Sun Jan 30, 2011 2:08 pm

RHPLUS wrote:Thank You thomthom for your quick reply to my problem. I had checked this new UV toolkit, but I'm affraid that it works only with projected textures.

I should work with any mapping. Can you post an example of what gives you unexpected results in the UV Toolkit thread?
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Re: [Plugin] UVprojection

Postby hgdn » Mon Jan 31, 2011 5:54 am

Thanks so much for giving a wonderful plugin, it is so great for terrain work and done so fast! Hope you or any one can figure out of how to have uv texture works on spherical or odd curvy shapes as well!
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Re: [Plugin] UVprojection

Postby Gaieus » Tue Feb 01, 2011 10:58 am

thomthom wrote:
RHPLUS wrote:Thank You thomthom for your quick reply to my problem. I had checked this new UV toolkit, but I'm affraid that it works only with projected textures.

I should work with any mapping. Can you post an example of what gives you unexpected results in the UV Toolkit thread?

indeed. Have a look at this tutorial topic where I used wrapped textures exclusively (then later on, cylindrical projection on a cylinder)

and sorry Jan for littering your topic.
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Re: [Plugin] UVprojection

Postby RHPLUS » Tue Feb 01, 2011 12:16 pm

Thank You Thomas & Csaba, I had check out one more time and now I know that the mesh had to be selected before chosing both commands: Remember & Restore.
This is wonderful plugin - Thomas - U R Great!!
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Re: [Plugin] UVprojection

Postby RHPLUS » Tue Feb 01, 2011 12:27 pm

Now, when maps are fixed on a human model, the next step should be rigging and weightmappng to make modifications easier.
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Re: [Plugin] UVprojection

Postby Ben Ritter » Tue Feb 01, 2011 3:02 pm

Jan, thank you very much!
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Re: [Plugin] UVprojection

Postby agamemnus » Sat Feb 26, 2011 7:03 am

Nice plugin; just one problem -- how do I position the texture once I map it? (or before I map it)
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Re: [Plugin] UVprojection

Postby Booman » Fri Mar 18, 2011 5:37 pm

Great plugin! I usually do it manually by adding a material to a face, adjust UV coordinates, then inherit the position and apply to the rest of the object.
This plugin should speed up my workflow!
Thank you
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Re: [Plugin] UVprojection

Postby castromann » Tue Jul 19, 2011 8:34 am

thx for this great plug - used it a lot in my projects.

one question though - would it be possible to add a feature that lets you specify the angle of projection. not all shapes are easily aligned to the red or green axis all the time. so in my imagination if you could choose any angle between the red and the green axis (+90/-90) or maybe even taking the blue axis rotation into account that would be perfect. i hope you understand what i´m talking about :oops:
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Re: [Plugin] UVprojection

Postby Bertier » Sat Aug 06, 2011 10:20 pm

sweet
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Re: [Plugin] UVprojection

Postby Gillman » Thu Mar 29, 2012 2:35 am

Somebody smarter than me probably already figured this out, but I was using this plug-in to add a camo pattern to an aircraft model. I kept messing up the projection from one group to the next until I created a flat plane that was slightly bigger than the whole model, painted that, then pasted it into each element as I was texturing it. Then I ran the UV projection plug in on each element. Because the flat plane was the same dimensions and in the same place for all the disparate groups, it acted as a consistent point of reference for the plug in as long as I kept the same settings. That made the job far easier for me.
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