Arch Texture Workbench

Info about new community or project announcements, implemented features, classes, modules or APIs. Might get technical!
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furti
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Arch Texture Workbench

Postby furti » Tue Oct 16, 2018 6:04 pm

Hi,

worked on a texturing workbench the last couple of weeks. Now the workbench works pretty OK. So i think it is time to share the Workbench with you.

The workbench can be found here (https://github.com/furti/FreeCAD-ArchTextures). The Readme also contains a small "Getting Started" guide and some technical insight on the project if someone is interested in such things.

As a Picture says more than a thousand words. The workbench can be used to get from something like this
untextured.png
untextured.png (12.71 KiB) Viewed 1467 times
to something like this
textured.png
textured.png (264 KiB) Viewed 1467 times
It is only tested with the Py3/QT5 Builds of 0.18 right now. There is some issue with loading the texture in Py2 Builds.

Maybe this workbench can be of use for others too :)

Edit: There is alo a discussion about texturin in arch module available http://forum.freecadweb.org/viewtopic.php?t=31667

Best Regards
Daniel
Last edited by furti on Sat Oct 20, 2018 5:17 am, edited 1 time in total.
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Kunda1
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Re: Arch Texture Workbench

Postby Kunda1 » Tue Oct 16, 2018 6:17 pm

THIS.IS.AWESOME!

Edit1: I wonder if there can be some sort of collaboration or sharing of resources with SweetHome3D ?
Edit2: http://www.sweethome3d.com/importTextures.jsp
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paullee
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Re: Arch Texture Workbench

Postby paullee » Wed Oct 17, 2018 3:28 am

Yes This is really Awesome!!! Another Good News since BIM wb!

Really a Breakthrough for Arch since an old thread on this issue... long anticipating someone can do more and here it is! :lol: (Maybe this works for other WB objects?)

... with elementary Python knowledge, I can only tweak a few features in ArchStairs.py, it seems this is too advanced for me to understand not to mention contributing at the moment...

  1. Should this be available on Add-on?
  2. And probably a separate thread in Arch Board for more discussion?
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furti
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Re: Arch Texture Workbench

Postby furti » Fri Oct 19, 2018 10:13 am

Thanks a lot for the kind words :)
Kunda1 wrote:
Tue Oct 16, 2018 6:17 pm
I wonder if there can be some sort of collaboration or sharing of resources with SweetHome3D ?
At first I will aim for a good feature set and user experience for texturing stuff in FreeCAD. Afterwards the data in the texture configuration might be good enough to export it to other file formats :)
paullee wrote:
Wed Oct 17, 2018 3:28 am
Maybe this works for other WB objects?
Maybe yes, maybe no :lol: I think it depends on what somebody wants to do. The goal for now is to texture arch stuff. The reason for this is that for most arch objects it is sufficient to simply map the same texture to each face. But when it comes to arbitrary objects / meshes this might not be what one expects. It will quickly get very complex with UV unwrapping and stuff. There are applications out there (e.g. Blender) that are really good in this field. Don't know if it is worth the effort to reimplement such things in FreeCAD :)

But if someone has a use case for textures outside the architectural field, I'm open to implement it :)
paullee wrote:
Wed Oct 17, 2018 3:28 am
with elementary Python knowledge, I can only tweak a few features in ArchStairs.py
Now you underestimate yourself. I followed your Arch Stair topic. Pretty impressive what you have done there :)

paullee wrote:
Wed Oct 17, 2018 3:28 am
Should this be available on Add-on?
If there is some interest for this workbench I will create a request to add it to the Addon-Manager.
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bitacovir
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Re: Arch Texture Workbench

Postby bitacovir » Fri Oct 19, 2018 11:53 am

furti wrote:
Fri Oct 19, 2018 10:13 am

If there is some interest for this workbench I will create a request to add it to the Addon-Manager.
It is easier for the general public and new users to know about your contribution if your WB is listed in the Adon-Manager. Easy to find, easy to install.
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Pauvres_honteux
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Re: Arch Texture Workbench

Postby Pauvres_honteux » Fri Oct 19, 2018 12:02 pm

furti wrote:
Fri Oct 19, 2018 10:13 am
But if someone has a use case for textures outside the architectural field, I'm open to implement it :)
.
I've got a proposal: threads + Torx heads.
paullee
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Re: Arch Texture Workbench

Postby paullee » Fri Oct 19, 2018 11:40 pm

furti wrote:
Fri Oct 19, 2018 10:13 am

Now you underestimate yourself...
I do not ... I have not even figured out all the code in your InitGui.py :oops: Learning from it. Thanks for checking my attempt on ArchStairs.py...

Anyway, as there is a thread in Arch Discussion Board, maybe have a link here or better still in your 1st post? https://forum.freecadweb.org/viewtopic.php?f=23&t=31667
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furti
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Re: Arch Texture Workbench

Postby furti » Sat Oct 20, 2018 5:33 am

paullee wrote:
Fri Oct 19, 2018 11:40 pm
as there is a thread in Arch Discussion Board,
Thanks for the hint. Added the link to my first post.
Pauvres_honteux wrote:
Fri Oct 19, 2018 12:02 pm
I've got a proposal: threads + Torx heads
I have an idea how this might work. But will need some time until this might be possible :)
paullee wrote:
Fri Oct 19, 2018 11:40 pm
I have not even figured out all the code in your InitGui.py
I don't know if it is good code or not :D
But basically i use the toolbar manager. This is a small class that holds a list of all available commands and the toolbar it belongs to. And in InitGui.py I iterate over the list and add the commands.
I do this because so the command registers itself at the toolbar manager. And I don't have to write the same line of code in initgui for each command. Normall i copy a existing command when creating a new one. Then the line to register the command is already in it. One thing less i can forget when creating a new command :D

If there is some interest on how/why things work like they do, feel free to ask and i try to explain it :)
paullee
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Re: Arch Texture Workbench

Postby paullee » Sat Oct 20, 2018 6:06 pm

furti wrote:
Sat Oct 20, 2018 5:33 am

But basically i use the toolbar manager. This is a small class that holds a list of all available commands and the toolbar it belongs to. And in InitGui.py I iterate over the list and add the commands.
I do this because so the command registers itself at the toolbar manager. And I don't have to write the same line of code in initgui for each command. Normall i copy a existing command when creating a new one. Then the line to register the command is already in it. One thing less i can forget when creating a new command :D
Thanks for explanation, that's exactly the first thing I am wondering at!

I also learned OrderedDict googling! - previously only heard of Dict.
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furti
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Re: Arch Texture Workbench

Postby furti » Sat Nov 03, 2018 5:03 pm

It is possible now to rotate textures for individual faces.

If a face is not mapped correctly like this
face_wrong_orientation.png
face_wrong_orientation.png (222.15 KiB) Viewed 890 times
you can define a Rotation for the wrong face
face_rotated.png
face_rotated.png (215.31 KiB) Viewed 890 times
The usage of the tool is documented at the end of the getting started guide.