Independent Editing of Textures: Geo / Gully


#1

In follow along with others posted questions or issues. I use it as a way to figure out uses, troubleshoot or get another prospective and insight to learning SU. What I am looking for is a explanation as to why, instead of how to. SU`s textures are skm. file types. I found free texture downloads for woods sliding/ fencing/boards and such. They extract as png. and jpg. and if I try to import them in to model by selecting it from FILE> IMPORT> the options choices… ( image, texture or match photo) but selecting “As Texture”. It will bring it to the screen but carries a slashed out circle on its end point, preventing it to be placed anywhere, on point or plane in the model.
But through the Materials dialog box and selecting the browse file icon in lower portion of the box. It allows it to come in as well as be edited. Just curios as to why this is allowing it only to be placed the one way. But it is offered as a " use as texture image" from Imports is dis-allowed?? I added a few screen shots that may help if this sounds vague.




So I got it to apply and re-size just dont understand why it wont work, If either of you or anyone else can provide a explanation. Does the Material Box convert it??? to skm. type, unsure?? I add both your names to this because of the directions you provided in the original post. THANKS and …Peace…


#2

When you use File > Import to bring in an image as a texture, the idea is to apply the texture to a face by clicking any points on the face defining the corners of one texture tile. This scales the texture to fill that area and creates a new material based on that image scaled to that tile size. If you look in the In-Model collection in your Material browser, you’ll see it there, named with the imported image’s name and scaled according to your previous clicks.

Note: When you bring in an image as a texture this way, SU is expecting you to click on a face. If you try to click on, say, a group, you’ll get a “no” symbol.

Now, when you use File > Import to bring in an image as an image, it also affords a second nice method to create a new material from the image afterwards. In this case, SU is looking for any two points, not necessarily on a face, to size a new image object when you bring it in.

An image is a “thing,” sort of like a group except it has no outline. When you bring in an image as an image, there is as yet no corresponding material and no skm file. You can stand the image up or hang it on the wall or throw it at your enemies. When you click the two corners to insert the image, you can size the image object exactly, either interactively or to a known width, or you can scale it to size afterward.

Now, if you right-click an image and pick Explode, what you get is a new material painted on a face instead of an image object. If you look in the Material browser In-Model collection at this point, you’ll see it. It is scaled based on the scale of the image object before you blew it up.

Bringing an image directly into the Material browser > Create New Material dialog is yet a third way to create a new texture, this time using a parametric approach with the controls in the dialog to definine the new texture/material.

Use one or all three methods as circumstances and your state of mind direct.

-Gully


#3

Thank you for the time and this is one I will be going back over. I am comfortable with the Material browser aspect. To fully edit it to exact size and position. As an image I did realize I could resize it but not with the Scale tool, distortion(ed) it. But either ends are half boards so move/copy as an array they become seamless again. Then I did right clicked to explode, as it does carry the aspects of a group. Then drew a vertical line to cut and select/delete the extra length.
I was so intent on figuring it out, I blinded myself !! I will be going back to it here in a bit. I just love the fact that there is so much this thing will do, but it is not just laying there for you to trip over. YOU HAVE TO DIG A BIT. Thanks for the help and now practice and patients. It is not that I bite off more then I can chew, it is forgetting to swallow that is the issue !! …Peace…


#4

Got it!!! The use as Texture option is to be placed on the face and a simple double click to apply it. Each one does has its own uniqueness and properties for the application. With some work on scaling and alining this is another feather. Very cool…Peace…


#5

As when you scale anything, if you use the side handles you change the aspect ratio, distorting the image. This is not always a bad thing: you may wish to stretch an image to fit some space or shape. If you wish to scale an image and maintain the aspect ratio, use a corner handle.

A double-click apparently brings in the image at some default scale. Still, any two clicks somewhere on a face define the corners of a rectangle whose width defines the width of a tile. Because they have an intrinsic aspect ratio, images are sized by a single number–their width; look at the prompt in the Measurement toolbar when you first import an image as an image: it’s looking for a width. The height is understood to be whatever the image’s aspect ratio gives you.

-Gully