Hi,
First, I only just recently started to make my own textures in v-ray and I'm not at all familiar with how a good workflow using mapping channels should be. However I would very much like a tutorial on this...
In this case I had to put some horizontal wood paneling on a facade, and make the wood panel texture match the actual facade drawings. The first confusement was when i tried to scale the panel to fit different surfaces.
For this, should i use the same material and scale it different on individual surfaces with the mapping widget, or can i make different channels to one material, that each uses a different scale? Or should i make a set of different materials with the same textures that i scale in the material texture editor?
And of all these options to scale a material, which overrides what?
Finally i got it to work somehow (but i dont think it was the optimal solution) when this happened: the original texture jpg was vertical so i had rotated it in the texture editor 90 degrees to make the panel horizontal. Until now it looked fine in test renderings. Then i hit the 'correct ldr textures' in the gamma correction box before i render and that made the texture jump back to vertical! Is this how it's supposed to work? I thought hitting that check box only affected colors...?
Sorry for the mass confusement here...
/Lasse
First, I only just recently started to make my own textures in v-ray and I'm not at all familiar with how a good workflow using mapping channels should be. However I would very much like a tutorial on this...
In this case I had to put some horizontal wood paneling on a facade, and make the wood panel texture match the actual facade drawings. The first confusement was when i tried to scale the panel to fit different surfaces.
For this, should i use the same material and scale it different on individual surfaces with the mapping widget, or can i make different channels to one material, that each uses a different scale? Or should i make a set of different materials with the same textures that i scale in the material texture editor?
And of all these options to scale a material, which overrides what?
Finally i got it to work somehow (but i dont think it was the optimal solution) when this happened: the original texture jpg was vertical so i had rotated it in the texture editor 90 degrees to make the panel horizontal. Until now it looked fine in test renderings. Then i hit the 'correct ldr textures' in the gamma correction box before i render and that made the texture jump back to vertical! Is this how it's supposed to work? I thought hitting that check box only affected colors...?
Sorry for the mass confusement here...
/Lasse