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Texture Colors Do Not Blend With Other Colors When Applied Seperately

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1,032
I'm working on a new project in Sketchup, which is the Trussville shopping center, consisting to several stores and a Walmart. I'm using the real photos taken by those google cars that drive around getting pictures to texture my model but many times, they do not get the angle shots, or direct shots I need.

I'm trying to texture the middle section, spanning about 200 feet of the exterior wall where the Walmart name and emblem is painted on the exterior. But the only shot they provide is either too close or too far away. The closer shot is definitely better but the problem is that the camera only gets a small area of the exterior and the camera is too close to get the entire shot. If I use the other shot, it is way too far away to show any detail and is very blurry, not to mention that all the cars are in the way. I've tried taking smaller sections at a time, deviding it by 3, and when I apply the textures, the color, hue, and brightness do not blend together with the previous section at all. The only way I know of to make it blend consistently is to take the entire shot in the frame and apply it to the model. But there's no photos of it. Is there anyway possible to take those photos, taken by google cars which pan the area, and make those shots in a wider angle so I can get the entire coverage, or will Gimp fix the blending problems?

Ken.
 
Hi Ken:

In Google Earth "Street View", at the top right under the [Exit Street View] button and 'Move' control, click on the (-) to Zoom out.

Although the imagery I see does not yet show that the WalMart replaced the K-Mart location, the max zoom from the 'blue' lane closest to the front of the building should be able to capture the entire height of the front in sections when Zoomed out to the max. distance.

Be aware that Sketchup 2017 "Combine Textures" feature is broken and was never fixed by Trimble, so use Sketchup 8 to do any detailed 3D modeling.

Be certain to save a copy of the 3D model, then use Aerilius' plugin Ruby script "Make Unique Texture++" to trim texture Materials to Faces.

https://sketchucation.com/forums/viewtopic.php?f=323&t=41441


Then 'Purge Unused' for the copy of that 3D Model ...before Export to *.KMZ, Import to MCX.

Hope this helps. :)

GaryGB
 
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Hi Ken:

In Google Earth "Street View", at the top right under the [Exit Street View] button and 'Move' control, click on the (-) to Zoom out.

Hi Gary,

I've tried that but, but the google car is just too close to get the overall view:


Walmart Pan View 1.jpg



This is a view from one direction:



Walmart Pan View 2.jpg



This is a view with the camera pointing in the other direction.

As I've mentioned, I tried diving the sections but when I put them together on the exterior, they did not blend together, and one can tell it was applied that way. If it comes down to it, I may just have to take some photos myself. The problem I would probably run into is that when I get farther away to get the wider angle, there will be cars in the way that I'll have to edit out.


Although the imagery I see does not yet show that the WalMart replaced the K-Mart location, the max zoom from the 'blue' lane closest to the front of the building should be able to capture the entire height of the front in sections when Zoomed out to the max. distance.

Well that's interesting. Are you saying that you're showing a K-Mart store rather then the Walmart? You must be at the Roebuck Shopping Center. That must be an old image because Walmart replace K-Mart several years ago, I think sometime between 2002 and 2005. Anyway, on mine, it shows the Walmart with the new paint scheme and it just so happens that the google car got a good shot of that exterior wall. I can use that shot even for the Walmart in Trussville. I don't know why I did not think to try that one in Roebuck in the first place. I did at one time but it had the old Walmart paint scheme. Anyway, I have a good shot of it now. It's surprising to me that your image shows the old K-Mart.



Be aware that Sketchup 2017 "Combine Textures" feature is broken and was never fixed by Trimble, so use Sketchup 8 to do any detailed 3D modeling.

I didn't know that, and I've been using Sketchup 2017 to make this model. I was able to combine a few textures but sometimes that function would not show up. Did you say that I can use Sketchup 2016 as well as Sketchup 8? I didn't see it mentioned here but it showed up in the e-mail I received. If so, I'll get rid of the 2017 and use only the 8 and 2016. How do the 8 and the 2016 compare, or is one better than the other?


Be certain to save a copy of the 3D model, then use Aerilius' plugin Ruby script "Make Unique Texture++" to trim texture Materials to Faces.

I noticed that you're showing "Make Unique Texture++." Is that different than the one I've been using in Sketchup?


Ken.
 
Hi Ken:

Try a view farther back from a lane on approach to the store front, and/or use WalMart images from Roebuck Shopping Center.

Trussville Shopping Center Address: 5950 Chalkville Mountain Rd, Birmingham, AL


Sketchup 2017 "Combine Textures" feature is broken for vertical Faces (...like walls).

One may use Sketchup 2016 64-Bit freeware version for 3D models with large-image / Combine Texture operations.

However, one must use Sketchup 8 for final output, and for use with Ruby scripts that have not been updated beyond Sketchup 8 / Sketchup 2015 code format compatibility such as most of those by Aerilius.


BTW: To avoid periodic pauses in Sketchup when working with complex and/or large-image 3D models:

* Disable automatic updates of the internal 3D model project image:

Window > Model Info > File > General > un-check: "Redefine thumbnail on save" check-box.


* Decrease frequency of 3D model project automatic backups by increasing "Every [X] minutes" value of saves:

Window > Preferences > File > General > Saving > "Every [ X ] minutes" (ex: set to 10 ...not 5 minutes).



CAVEAT: When a "Make Unique" step is first required during a "Combine Texture" procedure, select and use the smallest Face, then allow all original interposed Edges to be deleted so that adjacent pixels can be blended as the mapped texture Materials on that and other selected Faces are 'combined'.

Complete all "Combine Texture" / trim texture to Face operations before using Aerilius' "Make Unique Texture++" or "Texture Resizer" plugin Ruby scripts to ONLY re-size mapped texture Materials to 'Powers of 2' formats.:pushpin:

Use Sketchup 8 with Aerilius' plugin Ruby script "Make Unique Texture++" to trim texture Materials to Faces:

https://sketchucation.com/forums/viewtopic.php?f=323&t=41441


"The default "Make Unique texture" in SketchUp serves for
  • making a texture on a face independent from all other materials/faces
  • cropping a texture to the face
  • baking any UV distortion into the image file; thus the resulting texture pins are arranged in a rectangle (especially for exporters that don't support distortion)
This Plugin resolves several of the built-in tool's limits. It uses a higher quality algorithm (bicubic), crops to the best fitting bounding box, and allows batch processing of more than one face."


NOTE: A "Powers of 2" image aspect ratio may be specified when texture images are processed as Materials.


Then 'Purge Unused' for the copy of that 3D Model ...before Export to *.KMZ, Import to MCX:

Window > Model Info > Statistics > Entire Model > [Purge Unused] button


These procedures may make it easier for MCX 'Draw Call Minimizer' to implement Draw Call Batching

https://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#Drawcall_minimizer


BTW: Use TIFF with LZW loss-less compression for textures instead of JPG or PNG for better quality images.

NOTE: TIFF LZW 'loss-less' compression (binary) is distinct from 'lossy' color compression (comparable to that used for textures in PNG format).

The latter 'color compression' IMHO, should NOT be used with TIFF files due to resulting loss of color details in images.


Also, when saving images edited via Sketchup's 'Texture > Edit' mode in your linked graphics application, the in-process image will 'appear' to be in a JPG file format when submitted to the editor by Sketchup.

When finished editing the mapped Material texture image in linked Editor mode, choose 100 % quality (with NO compression for JPG) in your linked graphics application, when such images are saved back to the Faces they are already mapped onto in Sketchup.


Also, use maximum texture resolution in Sketchup configuration settings:

https://www.fsdeveloper.com/forum/threads/maximum-image-material-resolution.435357/


Some related links:

https://www.google.com/search?source=hp&ei=0Y2hXeSnDdKsswWotLWADQ&q=site:www.fsdeveloper.com+GaryGB+SketchUp+texture+resolution+limit&oq=site:www.fsdeveloper.com+GaryGB+SketchUp+texture+resolution+limit&gs_l=psy-ab.3...2075.48673..48976...0.0..0.283.4003.31j8j1......0....2j1..gws-wiz.3B2_WvMYhXY&ved=0ahUKEwik1NbxpZblAhVS1qwKHShaDdAQ4dUDCAc&uact=5


Hope this helps. :)

GaryGB
 
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One may use Sketchup 2016 64-Bit freeware version for 3D models with large-image / Combine Texture operations.
However, one must use Sketchup 8 for final output, and for use with Ruby scripts that have not been updated beyond Sketchup 8 / Sketchup 2015 code format compatibility such as most of those by Aerilius.

Since you say that one must use Sketchup 8 for the final output, I assume you mean when the model is completed and ready for export for MCX. I didn't realize that it was important to use Sketcup 8 rather than the later version, such as Sketcup 2017. The one thing I did notice in Sketcup 2017 is that there is no plugin for any of the Ruby Scripts you talked about, such as the "Make Unique Texture. One of the reasons why I was using Sketchup 2017 is because Sketchup 8 doesn't have some of the tools that available in 2017. One of the tools not avaible In Sketchup 8 is the "Arc Tool." At least I've never been able to find it. But from now on, I'll use either sketchup 2016 or Sketchup 8, but need to remember that I need to use Sketchup 8 for the final output or export.

But that raises one question. How do I go about transferring my model to the earlier version of Sketchup? If I try to open the file in Sketcup 8 that was originally modeled in Sketchup 2017, for example, I will get the message saying something like, "this file was created in a later version of Sketchup and that I need to upgrade."


Use TIFF with LZW loss-less compression for textures instead of JPG or PNG for better quality images. NOTE: TIFF LZW 'loss-less' compression (binary) is distinct from 'lossy' color compression (comparable to that used for textures in PNG format). The latter 'color compression' IMHO, should NOT be used with TIFF files due to resulting loss of color details in images.

I was using TIFF files for my textures but I noticed how much larger the file was in comparison to JPG, and I thought I might make it easier for MCX and FS to use the lower size files. I'll use the TIFF from now on.


Ken.
 
https://www.fsdeveloper.com/forum/t...rs-when-applied-seperately.446183/post-830938

One of the reasons why I was using Sketchup 2017 is because Sketchup 8 doesn't have some of the tools that available in 2017. One of the tools not available In Sketchup 8 is the "Arc Tool." At least I've never been able to find it.

Hi Ken:

Sketchup 8 Menu > View > Toolbars > check: "Getting Started" checkbox


https://www.fsdeveloper.com/forum/t...rs-when-applied-seperately.446183/post-830938

But that raises one question. How do I go about transferring my model to the earlier version of Sketchup? If I try to open the file in Sketchup 8 that was originally modeled in Sketchup 2017, for example, I will get the message saying something like, "this file was created in a later version of Sketchup and that I need to upgrade."

Sketchup Menu > File > Export 3D Model > Save As Type: Google Earth *.KMZ

NOTE: Google Earth *.KMZ file format is not Sketchup version-sensitive, AFAIK, and MCX imports that 3D model file format with placement.


https://www.fsdeveloper.com/forum/t...rs-when-applied-seperately.446183/post-830938

I was using TIFF files for my textures but I noticed how much larger the file was in comparison to JPG, and I thought I might make it easier for MCX and FS to use the lower size files. I'll use the TIFF from now on.

Ken.


If you prefer JPG for smaller file size and do not require higher visual quality and/or transparency for some objects, feel free to use the JPG (or PNG) file format.

I use TIFF with LZW compression for better image quality, and for greater ease of working with transparency.

GaryGB
 
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Sketchup 8 Menu > View > Toolbars > check: "Getting Started" checkbox

I do have that checked and it shows the Arc Tool but it doesn't work like that one in Sketchup 2017. When you use the one in 2017, it shows a compass and allows you to draw a circle without having to draw a line, and has other Arcs Tools like, 2 Point Arc, 3 Point Arc, and Pie. The one in Sketchup 8 works like the 2 Point Arc in Sketchup 2017, which you first draw a line, and from the center, you pull the line out to make your arc. The one in 2017, you get the compass and you can create any number of degrees of a circle. I guess the 8 did not have that provision when it came out.

Ken.
 
Hi Ken:

There are plugin Ruby scripts which offer to Sketchup 8, all that Sketchup 2017 Arc feature set has ...and more:

https://sketchucation.com/pluginstore?listtype=1&author=0&category=0&search=arc&submit=?


IIRC, those listed above which feature Arc functions are likely quite well-vetted.

I tend to use those by TIG, DBur, Fredo6, thomthom more often, but there are many talented authors who have contributed unique and exceptionally useful plugins to Sketchucation, and in nearly all cases they are free to use. :idea:


NOTE: After installed, some older plugin Ruby scripts may require one to re-start Sketchup, and in rare cases, they may need to have their checkbox 'checked' in the Sketchup list of installed extensions ...before they are available for use.


PS: To change Sketchup's default value of ex: 24 for number of sides / segments to be used for Arcs, Circles etc.:

In Sketchup, before drawing a curved object type a number into the Value Control Box (aka "VCB") at the bottom Right of the Sketchup work-space status bar, and then press the <Enter> key; the next used tool should utilize the assigned number of sides over the extent of the curve to be created.

If needed, increase the number of intended sides to be used by a particular tool individually, and that will become the setting used until a new project or the Sketchup application is exited and re-started.


FYI: a minimum of 18 sides are required for "Smoothing" of Normals with Edge shading changes, if 'Smoothing' is applied to adjacent Faces; beyond a value of 64 sides, 'Smoothing' is less likely to be visible ...or even necessary. :pushpin:


Happy hunting ! ;)

GaryGB
 
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