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A new method to texture large grounds - environment textured materials

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  • #31
    Re: A new method to texture large grounds - environment textured materials

    nice texture, but how do you set the mapping in SU? In my renders the grass looks large.
    So i've created a SU material with the same png to set the map-size but i can't get a render like yours, guy!
    tnks

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    • #32
      Re: A new method to texture large grounds - environment textured materials

      I don't know SU, but it should be the same. Did you set texture to "environment" type and the right repeat?
      www.simulacrum.de - visualization for designer and architects

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      • #33
        Re: A new method to texture large grounds - environment textured materials

        Slinus,

        There should be no difference in the setup Micha has vs. setting it up in SU. The only mapping aspects that will be different in SU will be when you're mapping an object...environments are the same.
        Damien Alomar<br />Generally Cool Dude

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        • #34
          Re: A new method to texture large grounds - environment textured materials

          Sorry to hijack this thread with SU related questions, but I just can't get this method to work in SU. If I understand correctly, you create a grass texture using that image and apply it to the ground plane in SU (which results in a wierd banded texture: sky, trees and all), then create a linked material from it in VFSU and change the texture bitmap to the same image, UVW set to environment>spherical, horizontal repeat to 9? Maybe Vray for Rhino is different, but in VFSU the original SU texture image (diffuse) always overrides any changes you make to the diffuse layer in VFSU so the ground texture never ends up looking like the posted examples. I have tried every combination and setting I can find relating to this method and I just can't get it to work. Thanks in advance!

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          • #35
            Re: A new method to texture large grounds - environment textured materials

            I would like to know whether this method can be used to sketchup I still put all the steps and I do not leave anything like that, I think a material diffuse, common-type-bitmap, PNG insert lawn, UVW-ENVIRONMENT, REPEAT 0.9 HORIZONTAL.
            I DO THAT BAD?

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            • #36
              Re: A new method to texture large grounds - environment textured materials

              Yes, it can be done in SU. http://asgvis.com/index.php?option=c...11812#msg11812

              I just tried it myself on a scene. Test-render at 50% attached.

              A very nice method. I'll be hunting for more perspective images. But it'd be really nice if people would post back to this thread if they found some good birds eye view textures.


              @Danger Oux: You don't have to apply the texture in SU at all. The surface i applied the material to had just the default SU materal. All I did was create a non-linked V-Ray material and set the UVW mapping to Environment.
              Please mention what V-Ray and SketchUp version you are using when posting questions.

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              • #37
                Re: A new method to texture large grounds - environment textured materials

                COuld this method be used in other endering engines?
                What should they have in order to use this inteligent trick?

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                • #38
                  Re: A new method to texture large grounds - environment textured materials

                  Environment mapping of textures is needed.
                  www.simulacrum.de - visualization for designer and architects

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                  • #39
                    Re: A new method to texture large grounds - environment textured materials

                    In what way does this environment texturing work?
                    How does it differ from the usual texturing techniques like planar, cubis, spherical, cylindrical...
                    Any way that it could be imitated if your rendering engine doest have this kind of texturing option?

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                    • #40
                      Re: A new method to texture large grounds - environment textured materials

                      Most modern engines that support GI or IBL should have environment texture mapping.

                      As far as what it does/how it differs...The main difference between regular texturing and environment is that there's no object, or specifically UV space, when mapping environments. Therefore, environment texturing is something that needs to be supported through the raytracer, as no object exists (IOW, the raytracer needs to know that when a ray is going of into infinity, that it actually needs to reference a specific portion of the image).

                      The other difference between environment mapping as that depending on the type of mapping, certain parts of the image may not be referenced. Take a cross, or cube, map...there will be a significant portion (1/2 the image in fact) that will actually not even be referenced. Same with the outer corners of a mirror ball map.
                      Damien Alomar<br />Generally Cool Dude

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                      • #41
                        Re: A new method to texture large grounds - environment textured materials

                        Could this images be used for MICHAS grass?
                        http://free-textures.got3d.com/natur...res/index.html

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                        • #42
                          Re: A new method to texture large grounds - environment textured materials

                          Best you compare my texture with this one - my show vertical 180°. But you could use photos like this

                          http://free-textures.got3d.com/natur...xture-017.html

                          for camera mapping (frontal mapping) per camera mapping tool (from my render tool collection).
                          www.simulacrum.de - visualization for designer and architects

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                          • #43
                            Re: A new method to texture large grounds - environment textured materials

                            quick question
                            Im new to rendring with Rhino using VRay.
                            In your example (1st image with the spheres and cubes on top of grass) Did you apply the grass material to a vray infinite plane or is it just a regular plane?
                            How come when you apply it the trees on the original photo do not appear on the rendering. When I apply your .png file on a plane with objects on top I can see the buildings and trees on the plane.
                            Thanks for your help!

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                            • #44
                              Re: A new method to texture large grounds - environment textured materials

                              Hmm, I suppose so, I used a large plane, but I'm not sure. Also I don't know why you see trees, the horizon line should cut below the trees. Look at my material editor screenshot, the horizon is the middle line of the preview.

                              www.simulacrum.de - visualization for designer and architects

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                              • #45
                                Re: A new method to texture large grounds - environment textured materials

                                thanks for the reply...I get it now

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