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Hello Percy,
I tryed to do that already, and it did not render correctly. If I render with scanline renderer rendered ok.
What I did now I Unwraped again using instead Unfold Mapping, I used Flatten mapping, and worked just fine. By this being my first UVW Unwreplooks like that was the major issue. I even made Displacement, which for some reason doesnt work correctly, but I will still work on this.
Percy, thanks a lot for your ideas and troubleshoot
Regards
Srdjan
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Hello Srdjan,
If you think this might be a problem with V-Ray, please send your scene to vlado@chaosgroup.com so that we can correct it.
Best regards,
VladoI only act like I know everything, Rogers.
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Originally posted by percydamancheck to make sure you don't have some overlapping faces/duplicate faces.
besides being "careful" with creating roof model (and being so confident about it), somehow I made duplicate model of the roof, on top of one anothermy apologies to percydaman and Vlado. At least I learned how to recognize duplicated model now
and what can I say, Vray rocks!
Regards
Srdjan
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there is a simple way i did the roofs in ......
http://www.elfpro3d.com/Liz/finalt2.jpg
all the ones facing easy west i selected and detached then applied a uvw mapping modifyer to it. the ones north south i added a uvw modifier to it too and chose the aquire option and used absolute then rotated the gizmo 90 degrees. each of these had on a displacement modifyer which was instanced. i used 2d displacement and even though there was a seam created i didnt care because i had a row of tiles comming down that edge. if you want to not have those edges then you need to use 3d displacement is its just as easy. once the mapping on either object is setup then colapse them down to editable polys and attach them to eachother. this makes it back to being 1 object and when you apply the displacement you can choose 3d displacement to make sure that keep continuity is on
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As long all of your roofs are at 90deg to each other an even easier way is to just use the box map . It has a little less variety to it but it's a hell of a lot easier. Normally it wouldn't map correctly to the angled roof faces though. To get it to work correctly just set the height of the box map several time larger than necessary (x3 or x4) and then increase the 'V' multiplier in the material map by the same. Tweak the 'v' multiplier until the size of the bitmap is correct for the angled surface. BTW, this works great for linked DWG files where detaching the surfaces is not possible.www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.
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box map isnt good. sometimes a side mapped area might be at the wrong angle. you get way more accuracy with what i do
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MSN addresses are not for newbies or warez users to contact the pros and bug them with
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Originally posted by Da_elfbox map isnt good. sometimes a side mapped area might be at the wrong angle. you get way more accuracy with what i dowww.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.
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Da_elf,
I like your roof. I tryed your material, and all I can sayit is so nice and neet!
There 2 questions, how did you make roof thickness by the eaves, end of the roof? and another one is main surface of the roof is so nice, I couldn't figger out how did you make hip of the roof? I tried to put extra strip (plane) but it intersect, and clash with main plane
Regards
Srdjan
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