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  • Help needed with texture mapping bug / issue?

    Hi,

    I'm relatively new to vray sketchup and have found an issue that I can't resolve in regards to the texture mapping.

    In the attached example, all of the walls, floor and ceilings are all the same vray texture, and all display correctly in the viewport, however when it comes to rendering, the ceiling in this example, as well as the top half of the wall in the stair area aren't stretched out as the other textured surfaces.
    I'm assuming this isn't a texture issue, given I can change the floor to timber, and apply the same to the ceiling, and the ceiling fails again...
    Also I've come across this in several other files created, so its not just this one file; and I have also check to make sure there aren't two ceilings overlapping...

    I can even delete the ceiling, and draw it in the same place, or even 1cm lower, and it still has the same issue.

    If its of any relevance, the model was initially created in Autodesk Revit, and exported as a 3D DWG (imported into sketchup), and then vray textures applied.
    Also I am using Vray Next, and Sketchup 2019.

    Any help would be greatly appreciated.

    Thanks
    Adam

  • #2
    Exploding the group and regrouping it may solve your problem..

    Comment


    • #3
      Nothing in the model is grouped, so unfortunately that wouldn't help in this situation

      Comment


      • #4
        I know sometimes archicad models come in with different sized UV’s....maybe this happens in revit, too. Try selecting all the geometry and using fredo6’s ThruPaint and choose ‘reset all’, this will remove any formatting and all UV scales should be consistent throughout model.
        Core i7-8700K @ 5 GHz, Kraken X72, Asus - ROG MAXIMUS X CODE, Trident Z 64 GB @ 3000 MHz, 2x Samsung - 970 Evo, 2x EVGA - GeForce RTX 2080 Ti, Phanteks - Evolv X, SeaSonic - PRIME Ultra Titanium 1000 W, CyberPower - CP1500PFCLCD, 2x BenQ - PD3200Q, 2x Loctek D7L Monitor Arms, Corsair - K70 LUX RGB, 3Dconnexion SpaceMouse, Logitech - G602

        Windows 10 Pro, Vray 5 for 3DS Max (latest), 3DS Max 2022 (latest), Vray 5 for Sketchup (latest), Sketchup Pro 2021 (latest)

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        • #5
          Given I can delete the original imported ceiling and draw a new one in its place (or even slightly lower) and the issue is still there, i'm assuming it isn't an import issue?

          Comment


          • #6
            Sorry, I skimmed your post...didn't notice that part. If you want to email me the file I'll be more than happy to take a look for you. Sometimes you just have to get in there and play around to figure out what is going on... greg@GD3Design.com
            Core i7-8700K @ 5 GHz, Kraken X72, Asus - ROG MAXIMUS X CODE, Trident Z 64 GB @ 3000 MHz, 2x Samsung - 970 Evo, 2x EVGA - GeForce RTX 2080 Ti, Phanteks - Evolv X, SeaSonic - PRIME Ultra Titanium 1000 W, CyberPower - CP1500PFCLCD, 2x BenQ - PD3200Q, 2x Loctek D7L Monitor Arms, Corsair - K70 LUX RGB, 3Dconnexion SpaceMouse, Logitech - G602

            Windows 10 Pro, Vray 5 for 3DS Max (latest), 3DS Max 2022 (latest), Vray 5 for Sketchup (latest), Sketchup Pro 2021 (latest)

            Comment


            • #7
              Thanks Greg. Have just emailed across.

              Comment


              • #8
                Hey Adam,
                There were a couple things going on here. The UV was scaled exactly how it looked in the render, but wasn't visible in the model because the face was reversed. What I did was:

                1) change style to 'monochrome', which overrides all face's materials with either just the front face or back face color. This showed me the face was reversed. (if your 'styles' toolbar isn't visible, then right-click on any toolbar and choose 'styles')
                2) Then I reversed the face (right-click-->reverse faces), and switched the style back to 'shaded with textures', which revealed the elongated texture UV's.
                3)Then I just applied the material using the paint bucket, sampling the texture from the adjacent wall to be sure I had the same uv scale.

                As you use render engines more and more, you'll see the importance of always keeping the front faces facing outwards (the side the camera sees) There are a slew of problems that can arise with back faces showing. Also, I would recommend getting into the habit of grouping all geometry together...it will make like a lot easier as each scene grows in complexity. The walls in one group, the floor in a group, the door is a component, the staircase is a group, etc. (There are many, many reasons to not have any raw geometry in your scene - everything should be groups or components. But thats a whole 'nuther thread)

                The other texture problems in the scene should be able to be fixed using the same workflow, I saw a few other reversed faces showing here or there.
                Hope this helps,

                cheers!
                GD


                Core i7-8700K @ 5 GHz, Kraken X72, Asus - ROG MAXIMUS X CODE, Trident Z 64 GB @ 3000 MHz, 2x Samsung - 970 Evo, 2x EVGA - GeForce RTX 2080 Ti, Phanteks - Evolv X, SeaSonic - PRIME Ultra Titanium 1000 W, CyberPower - CP1500PFCLCD, 2x BenQ - PD3200Q, 2x Loctek D7L Monitor Arms, Corsair - K70 LUX RGB, 3Dconnexion SpaceMouse, Logitech - G602

                Windows 10 Pro, Vray 5 for 3DS Max (latest), 3DS Max 2022 (latest), Vray 5 for Sketchup (latest), Sketchup Pro 2021 (latest)

                Comment


                • #9
                  Amazing!! Thanks so much!!!

                  Comment


                  • #10
                    My pleasure! A few other tips for when you get models from BIM programs:

                    - I often start by selecting everything, then select only the faces using thomthom's 'selection toys'. Then set the back faces to back to default material using the 'entity info' window.
                    - Then using V-ray, I will select a visible material and right-click the material in the vray asset editor and choose 'select objects in scene', and group them
                    - I'll then enter the group and 'hide rest of model', then continue to organize into groups from there, then repeat until the model is organized and all front faces are correct.
                    - Can help to run Thom's 'Cleanup' (or whatever its called), then often you can run Fredo's automatic face reverser from his FredoTools suite to do some bulk face 'fronting'. In some case it can be as easy as selecting a front face - right-click and select 'orient faces'...

                    Good luck!
                    GD
                    Core i7-8700K @ 5 GHz, Kraken X72, Asus - ROG MAXIMUS X CODE, Trident Z 64 GB @ 3000 MHz, 2x Samsung - 970 Evo, 2x EVGA - GeForce RTX 2080 Ti, Phanteks - Evolv X, SeaSonic - PRIME Ultra Titanium 1000 W, CyberPower - CP1500PFCLCD, 2x BenQ - PD3200Q, 2x Loctek D7L Monitor Arms, Corsair - K70 LUX RGB, 3Dconnexion SpaceMouse, Logitech - G602

                    Windows 10 Pro, Vray 5 for 3DS Max (latest), 3DS Max 2022 (latest), Vray 5 for Sketchup (latest), Sketchup Pro 2021 (latest)

                    Comment

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