I don’t think it’s confusing. You see what you get, so it works fine.
Yessss, that’s the point!
Additionallly, the 5D+ Load Tags function (from the context menu) helps you load a template file into the current file that will override “color & texture & line style” the tags has same name. It makes you easily recognized an objects is classified or not by tag with familar colors.
That’s a cool feature, that will be useful once my mind and templates are settled, however what I was thinking was this:
If I will be tagging objects the tag color of objects will be what I want to see. However if I tag materials the material tags colors will be what I am seeing instead. That will make a window look like wood as well as a beam or a floor. It will make it very hard to see what has been tagged as a window or as a beam.
EDIT:
Oh! Wait! I see where you are getting!
If I have a tag template for object tags to have colors, then I use it for tagging objects.
If I have another tag template for material tags to have colors, then I use that template instead.
I keep loading tag template colors for each job?
EDIT2:
But that won’t work. As soon as I apply material tags, as they are at the deepest level of the project, they will always override the objects colors as those are the parent objects colors and sketchup displays always the tag color it gets from the deepest level hierarchy.
I try to apply tags from the top hierarchy down for this reason. I set the higher level tags (especially untagged) to bold colors so that they stick out like a sore thumb and remind me that I have geometry that isn’t fully tagged. Then for bottom level tags I set those to white for “in scope” and gray for context objects. I’m not doing architecture though, more like interior design. This may be too simplistic for you.
Interior design and architecture are very much related.
Thanks for your input. It’s been clear and helpful.
I like my final colors to be close to be more faded than actual material colors, so lines are easier to read. I am also setting up higher saturation and strong colors for top level hierarchy and almost white colors for material tags.
Tag system should help you achieve that while still allowing you to use materials for your render look.
Like @Cyentruk mentioned this is an important advantage over using materials. As you know when loading materials with same name the imported ones will not overwrite already existing ones.
No, you can currntly assign only one Multimat per tagged surface.
If you use Multimat also make sure you use “Create thin line widdhts” toggle bitten in Curic Section interface (see my WIP manual for more details).
I have added tags for phasing of building parts because I want existing structures shown with dark/black solid hatch in sections:
m_exg_general
m_exg_structural
Hi All,
I’ve been trying to setup standard materials by Tag, but I can’t figure out how to do the following:
- Setup a material to follow axis, or object. Something like the insulation layer that should follow the object’s long side.
- Setup a thin material to apply to the faces that have been tagged differently, like water proofing membranes or metal sheets for roofs.
Could any of you, maybe @jure or @Cyentruk help me with this?
Thanks in advance.
EDIT: I read your manual, @jure but I stiil couldn’t figure it out, sorry.
Tag material keeps the same coordinates as the regular material.
If the given component/group does not have a texture, first put material on the component (the same one you want to put on the tag), then apply tag material, and after that, you can turn off the texture (and tag material will keep the material coordinates).
UPDATE: @JQL Oh, sorry! I was in a hurry and misunderstood.
I was referring to the material labels, how the material label matches the texture coordinates.
Hi @bmaxim I cant fully grasp what you mean, but I understand how to setup section materials by tag and apply textures to the tags.
First step is to assign a material to the section by tag, then curic section creates a tag automatically, based on that material name, and finally we assign a texture to that new tag.
My question is related to two specific workflows:
- how to align materials with long objects
- how to assign thin materials along faces such as waterproofin membranes.
Unfortunately there is a bug in Curic Section that will not align section cut texture to object even if ‘Follow axis’ is turned on. Please send bug report to @voquochai and maybe he decides to fix it.
Did you check “Multimat” section in the manual?
Basically what you need to do is to apply your waterproofing tag only to the surfaces inside your main object (ex. insulation):
That’s it! I missed that detail. Thanks!
EDIT:
If you use a chessboard texture instead of the black bars, you’ll probably get better results:
Sorry guys, I get a little busy this week so I cannot reply for more often.
Hello !
What is the simpliest procedure to get new materials in Curic Section cut by Tag ? I cannot create any new and only have a few existing ones.
THX
Hello, what you mean “new”? If you mean default Curric materials from 5D+ Plus, you can open 5D+ Plus dialog then switch Curic Section on, this will auto load Curic Materials from a file if this is the first time switching. If you see nothing change, then you can go to Other Tools, and click on “Reload Curic Section Template” (the red one).
I managed to have some other but I still cannot get to use a chessboard texture from SKP for example as a Curic section fill…
I think you need to learn how Curic Section works first.
The simple concept: Curic Section will create faces, then paint a material and assign a tag for each face. Mean while, the material of these faces are used to display hatches when color by tag is OFF, the texture of tags will be used when color by tag is ON.
What if I want to use a SKP texture in the Curic Section fill ? How could I easily do it ? The only ones that are visible are the ones who start with “#m-” or “Curic…”. All the others that I use turn to appear white.
EDIT : new image with white face when using chessboard texture
NEW EDIT : somehow, my SKP textures were not saved on my local drive so I had to do it manually and… TADAAM !