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Sweet Home 3D Forum » List all forums » » Forum: Features use and tips » » » Thread: Tip for Landscaping and creating Bricks - Tool for collecting textures |
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| Print at Dec 18, 2025, 12:04:12 AM | |
| Posted by Pixelwizard at Sep 11, 2012, 12:25:24 AM |
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Tip for Landscaping and creating Bricks - Tool for collecting textures Last weeks i spent a lot of time creating our companys area with all buldings etc. Work is almost done and will be published soon. And all my bosses was impressed what can be done with a free software ,) THX to all the Developers! Doing all this works, i was struggling with a natural bricks wall, which is brandnew because of some extensions of our area. First, i used boxes with textures, but this looks not the way i would like to see. Formerly i read something about Landscaping-Tools... and i used GMTE 2 with a new area, the texture of my wish and then i created the surface i needed. Export to OBJ and import as furniture, with diffrent orientations. I built a box, adjust the "walls" - and result was a brick, better a real sone with rough surface an changeble texture. Anythng was done quick n dirty but works exactly the way i expect. To get the surface more rough, just increase the deep of the unique element. If you render best quality, you can clearly see the effect. Same tool i used to genarate the whole area surface...little bit more complicated but basically- it works!Just set the values of a new map to the number of meters your area in the plan should have. Tooks some steps but then - in general, its enoug to have anything raw, you can control the heigth by changing the height of the imported map,, all the rest can be done by adjusting the elevation... Basically it need a little bit of fine tuning - but works But doing this, i found another thing. I have to import a lot of Signs as Texture. doing this with approx 400 pics is not really amazing. One by one... Was looking for a tool like the Furniture Libary Editor, which is quite easy to use. Is there any possibilitie so use this tool the same way to collect textures? Or ist a tool existing and i dind't found it after hours of searching? If there is nothing existing which helps to collect and organize a texture libary (of course, i read the Posts and understand what to do...) i thougth about a solution based on open office. There are some things which i guess, could be used to have a small single file, using macros reading foldeers,, having inputfields an selct-lists to arrange the values etc. I have some ideas how to solve this thing - or is there just a small change needed for the funiture libary file? Finally, writing all this texts for the important file could be done, but i really don't like to spent too much time on things which might be solved in a almost automised procedure... Would be fine to have some feedback... and if i'm the one who might give this tool to the community, i'll give my best to do so - in anyway just a small donation for this amazing work. Kind regards, ---------------------------------------- WIN10 Pro 64bit * 16 GB RAM * AMD FX 6100 * Geforce GTX 660 |
| Posted by Puybaret at Sep 11, 2012, 2:01:31 AM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Thank you for your feedback. No Textures Library Editor exists yet. As it consists of collecting a group of images with a properties file in a zipped file, it's not so difficult to get quickly a basic version. Maybe I'll try soon but no promise. ---------------------------------------- Emmanuel Puybaret, Sweet Home 3D creator |
| Posted by Pixelwizard at Sep 11, 2012, 8:13:43 AM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Well, i'll do some first steps for a TextureLibary Editor. This will be done also by a free scripting software which i already use for other things. So no Licencing problem will exist. First result will be just for Windows, i guess... ;) kidding, i'll try to transfer this to Java also. I cannot make any promise how long it will took, it could also be that i use a complete different way as mentioned - a file and functions created with open office/libre office - because it'S available also for almost all platforms. But first - later the day i'd like to post my rough Stone solution ;) Thx for reply - hope i can give something back! Regards ---------------------------------------- WIN10 Pro 64bit * 16 GB RAM * AMD FX 6100 * Geforce GTX 660 |
| Posted by Puybaret at Sep 11, 2012, 2:23:56 PM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Hi, Once I answered you, I realized that I could build quite easily a Textures Library Editor from the existing Furniture Library Editor with similar features, instead of starting from scratch. After 6 hours of programing and testing, here's the result. Hope you'll like it and you won't have lost too much time on starting an editor on your side (but feel free to make it much better!). ![]() ---------------------------------------- Emmanuel Puybaret, Sweet Home 3D creator |
| Posted by Pixelwizard at Sep 11, 2012, 8:51:30 PM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures .... no words ,) still amazing. l once i have first to finish my job, i didn't spent just time on thinking of how to. tooks 16 seconds to grab 365 jpegs... GREAT WORK! I'll check it out, but i guess, that you can remove the BETA very soon. Maybe it might be a good idea to have the option to set dimensions as a default, like the default creator. So you can create libaries with different sizes of textures and a big amount of pics within 5 mins. Just can say it agan...amazing. ---------------------------------------- WIN10 Pro 64bit * 16 GB RAM * AMD FX 6100 * Geforce GTX 660 |
| Posted by Pixelwizard at Sep 11, 2012, 10:32:08 PM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Ok, works really as expected. Just anotherr thing, there is an "calucaltion error" for the size. The Editor grabs the Pixels of the Pic divided by 10 to give a size. So 376 Pixel results in 37,6 cm (or 376 mm) but this must be (with 96 dpi Screen-Resolution 10 cm. Calculation is basically easy 96 dpi means 96 DOTS per 2,54 cm (Inch), in terms of Computer and for this it is legal to use a dot as a Pixel. I extracted my Textures to a target size of 10 cm. So it's easy to control. One Pixel of 96 dpi has 264,58 Microns. Multiplied by 376 gives a result of 99.428,8 Microns. 10 cm = 100 mm = 100.000 Microns. http://sdrv.ms/RE0Lwv (Software is still in German and dedicated to Screenprinting calculations respecting Tonal Range an lpi...) I can make a smaller Version just for calucalting ;) No installation needed, but needs some small fixes. Please just take a look to the Slider named "Ausgabeaufl.:" ignore all the rest, except the calculation on the right side named: "Pixelgröße DMD". The calculated value is in Microns (1/1000 mm). This size is directly connected with the Resolution set. Ever. ;) Using this, you can very easy figure out any Pixelsize from 1 to 2400 dpi... So if possible, the Libary-Tools should read the Screen Resolution from the System, using the amount of Pixels of the Pic as Multiplier to identify the correct Picture size. Basically, there are two resolutions 96 and 72 dpi (for the Screen), but in general, it doesn't matter. 10 cm of 96 dpi is the same as 10 cm of 72 dpi. The difference in Terms of Math is the SIZE and the AMOUNT of Pixels used to built the 10 cm. At all, a suggestion to get better control for dimensional works and calculations. But again, also actually - big job, absolutely useful tool. I'll check out the Licencing Rules for the Signs i prepare. If allowed, i'll upload the Libary - contains almost all Safety Signs, First Help Signs, etc. This could be useful if someone does the same work as me...creating a building to get finally safety and security-plans with escape directions etc. and additonaly a option to give the files to others to walkthrough and get an idea of the location BEFORE somethings like a fire happens... Regards, ---------------------------------------- WIN10 Pro 64bit * 16 GB RAM * AMD FX 6100 * Geforce GTX 660 |
| Posted by Puybaret at Sep 11, 2012, 10:37:57 PM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Thanks for your feedback and great you like it! As explained in the thread about the Textures Library Editor, note that until a new version of Sweet Home 3D is released, you should create small SH3T files rather than a big one if you don't want your SH3D files to grow too fast. At least, programing this editor helped me to discover and fix that bug in Sweet Home 3D. Maybe it might be a good idea to have the option to set dimensions as a default, like the default creator. Nice idea, but you know you can already change a group of textures by selecting them then clicking on the Modify button.Ouch, it's buggy. Fixed! ![]() ---------------------------------------- Emmanuel Puybaret, Sweet Home 3D creator |
| Posted by Pixelwizard at Sep 11, 2012, 11:46:46 PM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures well, actually i create one master libary with the categories i need. adjust all the values to the ones i need... then save the final large file, oben it again, save it under categories name and delete all the files i don't need. so i get a separation, some small files ... anyway, personally i can live with bigger files, because all the things will run on an internal server and the ones who actually acess the viewer-section all have machines with 4 GB ram etc. So, for today i stop actions ;) hope that i can spend in the next few weeks a little bit more time to have a deeper look behind the scene, actually i just have to rush a little bit to get my project finished within this month. ..wich will be...because with the TexLib-Tool i saved at least two days now... cu tomorrow, tzhen i'll link my stone-solution ,) regards, ---------------------------------------- WIN10 Pro 64bit * 16 GB RAM * AMD FX 6100 * Geforce GTX 660 |
| Posted by Pixelwizard at Sep 13, 2012, 8:41:36 PM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Promised Stone-Example: http://sdrv.ms/OK1JCy As described, just a basic, but working solution. Texture on the model is changeable. Guess, after checking out it will be clear how it works. Regards, ---------------------------------------- WIN10 Pro 64bit * 16 GB RAM * AMD FX 6100 * Geforce GTX 660 |
| Posted by Puybaret at Sep 14, 2012, 9:27:16 AM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Thanks for this example. On my computer, the upper stones have a strange behavior in the 3D view when you turn around them. I didn't understand yet where the problem could come from. I thought something bound to back faces or something like that, but it looks like it's another issue. ![]() ---------------------------------------- Emmanuel Puybaret, Sweet Home 3D creator |
| Posted by hansmex at Sep 14, 2012, 2:45:47 PM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures To me it looks as if the six faces of the blocks have been designed separately, and then rotated and joined together. As explained in one of the messages, it was a rush job, and that's what you see at the corners: they don't align precisely. The overlap is what causes the "jagged" and "flickering" edges. Hans ---------------------------------------- Hans new website - under constuction hansdirkse.info |
| Posted by Pixelwizard at Sep 15, 2012, 12:06:14 AM |
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures Of course. It was a quick and dirty example,, so the next few weeks i will refine it. Important to me was to see if it works at all, basically anything was done within 20 mins. My target was to figure out if it will be possible to get something more natural just in case of specific needs. Starting point was another issue. As described,, i'm creating our whole companys area. This contains in summary 10 buildings, form storages to labs to office buildings, safety areas etc. I was asked if it will be possible to have a kind of landscaping to make the firefighters visible, whre they can drive through. At least, all the buildings have a niveau which contains a (in view invisible roof-area, and this contains all the safety signs needed. I was looking for a Terrain Editor and found the one described on further post. It was trickyy, to figure out how to manage the dimensions but finally i found a solution using a specific texture...and then another way to get an almost perfect fit from terrain to SH3d. I was scaling my plan of the whole are a little bit(so for the complete view ther is a background picture used to get the correct position of the buildings). For example, i have values in SH3D of 200 X and 170 Y- i set the Terrain to the same value. Only thing to play around are some finetuning values, but this will be done on a smaller model;) The Terrain-Editor is abel to export as OBJ - and keeps anything needed to have a landscaping object to import. Just changing the x and y dimensions to correct values, you can control the stength of the surface just by changing the height of the terrain object. also negative elevation is kept, so the terrain object should have an own niveau - so it is easy to contriol the correct position in Z-direction It needs a little bit experiments to figure out,, which value will be the equal for example 1 m or better 10 cm. Guess this will be precise enough, because thickness of floors is mainly something between 12 and 20 cm. For this the Terrain editor has a Tecxture with a grid, so once the values figured out, it can be controled on a visual way. At all, this is just a rough solution to get a kind of landscaping without using complex tools like blender. Another reason - jou can use the same texture files for both programs... and now we have the texture libary editor... so it fits togehter better and better ;) The Stone was just a small step. On our Area is a new wall made from stones with approx 1 x 1 x 2 m. As described,, boxes with stone texture are a solution,, but then i thougt about a more natural thing - something with a more realistic surface. I just putted the smalles possible parameters to the terrain, made some noise and exported this as a single obj. Creating the Stone was basically not completely correct in terms of controlling texture and surface. But that will be the development ;) For sure, more experienced users (or who are able to spent more time to tools) will use other way. I just figuerd out a possible, fast way. The strange behaviour by turning a created wall in the 3d preview, i quess this might be from one thing...the "thickness" of the terrain. it seems, that this is calculated just with 1 pixel. basically, for a surface at all you don't need more ;) Maybe you rembeber the effect with the hollow mask - you look at it and it seems, that the nose comes to your direction. changing the viewing angle shows, that the nose in real is far from you. optical effect made by the brain ;) - if y<ou render the stone wall, you get a correct result. As told, it needs a little play around with the tool, the results will be never as perfect, but i guess,, good enough to have a nice addition. i'm note sure about anotehr thing, has to be tested... when you use the terrain as an obj, ther will be one problem - you cant create the holes you need, for example, a house on a mountain, half in the material. so personally, i would create the model standalone an export th whole model as obj - reimport as stairs or window and see what will happen. more to come next few weeks...keep in mind, my main target is a landscaping solution which is as easy to learn and use as these fantastic SH3D. and writing this, i just get an idea for roofs...ok, last days of these year has to have 48 hours ;) kind regards, ---------------------------------------- WIN10 Pro 64bit * 16 GB RAM * AMD FX 6100 * Geforce GTX 660 |
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