Material mapping irregularities

Rhino 3D (Export script developed by SamPage; Integrated Plugin developed by Paul Kinnane)

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alfabruce
Licensed Customer
Posts: 106
Joined: Mon Nov 04, 2013 12:17 am
Location: Adelaide South Australia

Hi All,

just wondering if anyone can help me with my mapping.

If I have the same material mapped to a number of different solids, how do I make sure the stone pattern for example, is consistent for each different solid or surface, all of which are on the same layer and therefore should have the same material applied to them. I have noticed this happening in a number of areas. I have also tried to model a beack and when i grab some of the surface nodes and stretch them, the mapping seems to get stretched as er the surface rather than being evenly mapped over the entire shape. Do i use the mapping in the rhino properties which I have tried but have nothad any success with.

I have attached a quick image of the sort of thing i am trying to solve easily. I would like all of the stoness to be the same size on all the wall areas.

Cheers

Tim
Attachments
wall mapping example.png
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Syd_86
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Joined: Tue Oct 01, 2013 11:38 am

Hi,
you have selected all the geometries that have the same material in rhino when you used the command "ApplyBoxMapping"?
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formatio
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Hi,

Two reasonable ways of doing that:

1. As Syd suggested - apply box mapping to all object at once.
2. Apply box mapping to each geometry separately, but make the box widget same size for every geometry (1m x 1m x 1m - no mater of the origin of the widget if your texture is seamles).

Regards,
Mac
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

In addition to the useful info posted above....Octane will correctly render UV mapping outside the 0,0 to 1,1 range. So if the small object has uv mapping from 0,0 to 1,1, then the large could have -2,-2 to 2,2. Or if the large object has mapping from 0,0 to 1,1, the small will need a fraction of that range. At the moment, all objects in your scene have uv mapping from 0,0 to 1,1, so the texturemap scales with the object, which is not want you want.

As another option, you could change the Projection of the image map to Box, which will then ignore the UV mapping.

Paul
Attachments
box projection.png
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alfabruce
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Posts: 106
Joined: Mon Nov 04, 2013 12:17 am
Location: Adelaide South Australia

Thanks guys. Im not completely sure how that works but Ill give it a shot and experiment.

Thanks

Tim
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formatio
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Location: EU
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Hi.

Remember that whatever mapping you do using rhino widget - to get it in octane use uv mapping in octane.

For example. If you use box mapping in rhino - to see it in octanerender use UV mapping for your octane material and texture (it's default mapping).

pros: It is easier to manipulate mapping using rhino mapping widget.
cons: To see changes in renderviewport done to the mapping the scene must be refreshed (making mapped geometry live doesn't change this (this would be nice feature by the way Paul ;) )

Regards,
Mac
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