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  • texture one unrollsrf

    Hi,
    I have a simple box filleted.
    I unroll the surface I want to apply a texture on it.
    did a printscreen, to get the proportion.
    put this in photoshop.
    mapped it in a correct way.

    Now get into rhino once more. and trying to put it as it should be.
    I cannot do it right.
    I can scale move..etc on a planar surface, but a curved one...

    here a picture of what I described. I think I tried a lot of ways...
    thank you.



    to finally texture something like this:


    thank you very much.
    Jean-Paul Paloux
    Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

  • #2
    texture one unrollsrf

    I'm not sure about the workflow here, but I would try to get a closed surface instead a polysurface. Maybe "mege" surface and "rebuild" or something like this helps here. If you don't get it, ask in the Rhino newsgroup.
    www.simulacrum.de - visualization for designer and architects

    Comment


    • #3
      texture one unrollsrf

      Hi micha,
      it doesn't change something. the test model of the clouds if just a rectangle with a filletedge applied than exploded to apply different textures on different surfaces. like the clouds. The clouds part are join together.

      On the rhino newsgroup right now, they told that the only ways is still to cut the jpg map into 3 slice with the same proportion of each part, explode in single part and apply individually. quite pain in the ass. The problem is even bigger if I had a filletedge on a corner of a cube for example. now mapping perfectly this corner is... unknown ?

      Moreover, UV Swap of the middle part doesn't works as they said.

      Jp


      ---------
      Chris Schramm : Re: Rendering after FIlletEdge : March 31

      Giuseppe, .......one way to work around this is to [extract surface] the
      filleted edges and make up another map that's just for those edges.
      You can also do the same for the bottom too, .....so you can use an 'end
      grain' map. On the filleted bottom edges ........same thing.

      It's just going to be matter of preparing your maps properly.

      If you looking for a 1-step way of doing this .........I think not.
      .....it's going to take a little work.

      -----------
      Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

      Comment


      • #4
        texture one unrollsrf

        OK, the problem is, that we need a single surface for the texture. The fillet is not good for that usage, because there is a break in the curvation between the straight plane surfaces and the round surface. We will not get a single surface from that.

        My english is not good, so I have done a screenshot. I have drawn a single curve -> extrude it -> rebuild it for a homogen texture. I hope this method help you for your washing bassin.
        www.simulacrum.de - visualization for designer and architects

        Comment


        • #5
          texture one unrollsrf

          Hi Micha, but what about mapping a closed cube filleted on all edges correctly ?
          and would you be nice to share your grid color test map that you used ?
          Thank you !
          Jp
          Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

          Comment


          • #6
            texture one unrollsrf

            I could be wrong but I thought I remembered reading the 3D UV mapping is not feasible at this time?

            I do know that Micha's suggestion for mapping as he's shown is the way to do it. I typically would explode the solid, join everything together with the exception of the surface to be mapped. Then I would trace the a single curve in the open area and extrude it creating a single surface.

            Bill

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            • #7
              texture one unrollsrf

              yeah,
              the best sequence would be:
              _explode,
              _join only the wanted surfaces
              _dupborder
              delete old surfaces
              _Rebuild Crv with good settings.
              _Extrude the new one
              apply mat and texture.


              hope to get a decent 3d uv mapping of polysurface soon
              Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

              Comment


              • #8
                texture one unrollsrf

                a better wrap:


                I used a cylinder map for the bottom part that I rebuild from the borders.
                After I rebuild the top surface and copy paste the same number used for the bottom part for the top part. then I moved the map to be flush at the end of the bottom part. and tada ! good scale of the map and nice job !
                Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

                Comment


                • #9
                  texture one unrollsrf

                  Ahh, fine, I see you find the way.

                  Here two useful test maps for planar and polar projections.





                  Which map did you use as background? Looks fine. Would you share it?
                  www.simulacrum.de - visualization for designer and architects

                  Comment


                  • #10
                    texture one unrollsrf

                    are you kidding ? I used your little ElbwiesenAbendEnvBlur3_180.hdr
                    I have plenty of hdr, but I wanted a warm one...

                    here the complete setup.
                    3dm file
                    setting vray
                    and material + maps
                    in one zip file.
                    would be nice to show me the best you can do to bump it up a little. I tried to photoshop black and white the wood texture, brightness contrast and apply as a bump but without nice result. And for the shiny plastic to make it shine a little more, it's really not convincing right now in my tests...

                    so here the file !
                    http://www.thefunnel.ca/modello.zip
                    Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

                    Comment


                    • #11
                      texture one unrollsrf

                      Upps, this is my HDRI? Cool.

                      Here my suggestions:
                      If you like to use Vlado unversal method, than you should not forget to set:
                      - imagesampler 1/100
                      - QMC sampler amount_1

                      You don't need it in this scene, but you can set the secondary GI engine to LC allways and set the LC at 600 samples and size 0.01. It's a good start point for most scenes. In your scene the secondary engine is not needed, but it need only a few seconds here. Also, I let the multiplier for the GI engines at 1.

                      About your bump problem. You have not set any bump in your materials. You can find the bump option at the "maps" of the material. I have tested it here and a bump multiplier 0.05 seems to be a good start point. I would retouche the bump map a little bit more. Adjust the level so, that the wood grain is less visible. If you don't do it, than you get strange wood grain bump effects.

                      I'm not a friend of the image sampler antialiasing filters. If you think the textures are to blury, than the reason could be the bug in the 13.1 release. It will be fixed soon.

                      http://www.asgvis.com/phpBB2/viewtop...r=asc&start=15
                      www.simulacrum.de - visualization for designer and architects

                      Comment

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