Is there plugin that alows aplly texture scaling on object manualy. Like 3dmax type of scaling or "karkythea", when you actualy see how texture look like vhile you do scale . For VRFS it is very actual, because that could save time! If there not , than is there posibllity to program a script for that kind.
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You should look at this!
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Re: You should look at this!
Yes, thats true, but that will not solve the problem! If you working with different libraries of complete materials than you have to rebuild all material again from skratch, just for precise textures scaling on object! Common, its to much time for that cind of simple option! I think that is problem in vray for sketchup - just applaying materials on objects from lybraries! Mybe you can tell me if that cind of script is posible to write ?
Thanks, anyway!
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Re: You should look at this!
I can see what you mean. I only do fairly small projects and I am not rendering every day, so I can imagine the frustation if you have to keep setting materials up for each project on regular basis. I haven't worked out a proper, efficient,system myself yet - just working ad-hoc.
I want to ensure that my various components use a 'standard' (consistent) set of material names, so that at least when you create say a linked chrome material, then it gets applied to any components with that material applied.
So in the meantime, we keep on setting up linked materials!
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Re: You should look at this!
my english is not very good, but every material that u apply to any surfice it will be mapped (scaled, position, rotate) by the texture applied with sketchup. If i apply a stone texture (in sketchup) and creat a wood material not linked to any texture from sketchup, it will be in the same size, scale, rotation, of the texture, so use the texture from sketchup to mapp your vray material, if u need to change material it will fix perfectly to your texture mapping from sketchup, u dont need to change, and re-scale, and rotate agains, and than link...
Ok? i hope that make any sence. Sory for my english againg it's not my native language.http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800
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Re: You should look at this!
yeah, i also have the same feeling with u friend.. I think they should do the same thing like for 3d max and kerkythea. Its a little bit easy if they do it coz we can see the result immediately. I had had the same problem 2... :-\ but hopefully this VRFS will getting better n better! VRFS, U make our life so easy! theheheheheeheh!"We provide three types of service: Quick, Cheap & Good. You may select any two.<br />If it's Quick and Cheap, it won't be Good;<br />If it's Cheap and Good, it won't be Quick;<br />And if it's Good and Quick, it certainly won't be Cheap!"
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Re: You should look at this!
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Man, my english is so bad that no one can read it????????????????? I've expended a lot of time writing this and still people saing those things???????
"my english is not very good, but every material that u apply to any surfice it will be mapped (scaled, position, rotate) by the texture applied with sketchup. If i apply a stone texture (in sketchup) and creat a wood material not linked to any texture from sketchup, it will be in the same size, scale, rotation, of the texture, so use the texture from sketchup to mapp your vray material, if u need to change material it will fix perfectly to your texture mapping from sketchup, u dont need to change, and re-scale, and rotate agains, and than link...
Ok? i hope that make any sence. Sory for my english againg it's not my native language."http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800
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Re: You should look at this!
You are absolutely right andeciuala, but you have to do that each time, in each new model.
I had planned to get my components and models organised. My plan was to ensure that I always used exactly the same name for a material (e.g. chrome, aluminium_blurry, etc) in components and models so that when the components are brought together in a model, they all get referred to by the same ‘linked-material’ rather than having to link to ‘car’ chrome or ‘door handle’ chrome etc.
Even if this did work, and the new vray process of auto_creating linked material didn’t create duplicates with slightly different names, it would still mean, for each model created, having to go in and edit those materials, adding reflection and bump layers etc. each time.
Sometimes you can spend a lot of time setting up a material, adjusting the reflection, refraction, bump and displacement, and you don’t really want to do that every time you create a linked material in a new model.
I have no experience with other rendering software so I don’t know how they deal with materials.
I realise now that, what I was looking for was to be able to create a stock of refined materials (having prepared them only once), and then to be able to use sketchup/vray to link to those materials in the model.
At the moment this does not seem possible, unless I am missing something?
Any thoughts folks?
David
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Re: You should look at this!
No no, i was talking about, mapping, evry material u can export, in a new modela just map the texture in the model, creat any material and right click on material and choose import, than import your material already customized, with reflection, bump, and evry thing else, the question on first topic was, if there is on table (for exemple)that is applyed one material of wood, and u whant to change it for a marble, its not necessary to change the texture of wood on sketchup than create a linked material with the new texture, all u have to do is creat a marble material and apply to the table, the material will be already mapped by the wood texture of sketchup, if u want to change it again to a material already saved with all customization, all u have to do is import material and apply to the table, and again its mapped by the first wood texture applyed. If i'm been redundant (i dont know if u will understand or if this word existe on english) its becouse my english is not very good, and i am understanding u wrong.http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800
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Re: You should look at this!
Wow this thread is confusing. I'm still using the pre RC1 version and I don't see what's so difficult or time consuming about UV mapping via VRfSU. You set the UV scale, position and rotation in SU using right click and "Texture>> Position" (maybe that's the problem- loads of SU user are still unaware of this feature). VRfSU automatically uses the same settings for mapping bump and clipmaps which I love. All the components I use regularly use the same custom SU materials, i.e. steel chrome, steel rust, brick dark joints, etc, I add them as VRay linked materials, mess around with reflection, refraction, bumpmaps, blurring etc and then save it as a linked material which I can link with a couple of clicks (right click >> import) every time I want to use that material in the future... it takes about 5 seconds. Or am I missing the point?
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Re: You should look at this!
Danger Oux
Welcome to the fray! It is the importing and exporting of linked materials that I haven't figured out. When I try to export (from vray?) a linked material, nothing happens - like it doesn't want to export it. Is there a setting somewhere that I've missed. (I've got no difficulty exporting regular vray materials) Thanks
David
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Re: You should look at this!
Like most of urselves, im using pre-RC1 version. I thought i didnt have a problem exporting and importing linked materials, but more recently i found i pickedup errors 'linking non-existent materials'- this happens only when i import the linked material, exporting looks to work OK! Catch 22 when u cant import it! :-\
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Re: You should look at this!
David,
Do you mean VRay doesn't let you browse and save your exported Linked material when you right click a Linked material and choose "export"? The confusing VRay terminology ("import" meaning "link with" and "export" meaning "save as") doesn't help when discussing these things!
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