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Sketchup textures tile
Sketchup textures tile









sketchup textures tile

With UV transformation, each tile can use the exact same texture, yet each tile can still show large texture variation. Each roof tile is an instance the same component definition. One concrete user benefit example would be when making a roof with individual 3D roof tiles. Also, from a user’s perspective, it keeps model complexity low. Yet still using only one single component definition, and one single texture definition, saving vaulable computational resources.

sketchup textures tile

This would be of great help in many situations that require, or benefit from, variations in texture. With this, instances of the same component may enjoy different UV properties. It’s already covered in the much more general suggestion that allows for so much more use cases than merely toggling wether a texture should be deformed along with the containing group.Īdding a new per-instance UV transformation is quite a good idea.Īs a start – if you think of it in terms of cubic UV mapping – it would contain translation, orientation, and (per-axis) scaling. There is no need to clutter Sketchup with a boolean setting for each and every face to not have or not have it distorted along with the group. If you want to override this for specific faces (those that aren’t bricks, woodgrain or the like and for some reason should be deformed) you set a per face texture positioning. By setting the texture positioning matrix to the inverse of the transformation matrix no textures are distorted along with the group, unless they are have a per face position. However if you want to have a texture (say bricks or a woodgrain) that remains at a specific scale/position when you deform and change the group/component, then I can see an advantage to have a toggle to ‘lock’ the texture to remain unaltered as the group it’s painting is deformed. If I could have deformed the “default” texture, then I could simply click and it would all change. If I want to change the texture I can simply click a different one on the component and all faces will change… except the one I deformed. With regard to deforming the default texture: the above uses one texture, painted to the component with default texture on all faces except the one facing the camera - it’s been deformed. If a texture was “locked”, then I could scale the component and the texture would be applied as per the texture’s transformation, ignoring the object’s transformation - the hexagons would remain true hexagons at that size, no matter how I stretched or altered the component. In order to get the texture “correct” on the lower face, I had to rotate it slightly on the upper one, then use the pipette tool and apply it again to the lower one (which over-wrote the upper one and squished it) (these are the same component - the lower one is stretched) Currently, if I apply a texture to a face it will distort if I distort the group/component it’s within:











Sketchup textures tile