(Update: Fixed the screenshots.)
Some times I want to add a map to a material without a diffuse texture. Without the texture map the Explicit Mapping coordinates are pointless. So I've been trying to figure out how Planar XYZ and Planar World XYZ mapping works.
This is a test scene where I've used various mapping methods.
I was thinking that Object XYZ meant that the texture was relative to the object's axis and that a map with a UVW transform repeat of 1,1,1 would mean that the texture would fit once along the lengths of the object. The map used is the same grid map used for the Linked Material example. From the text render I see that I was wrong, obviously. But I can't see any system to it either. I don't understand how I can control the size of the texture.
Same goes for Planar World XYZ.
With the original VfSU you could assign a dummy texture and apply a non-linked material where the V-Ray material could make use of the SU mapping coordinates.
It was a nice method that allowed me to keep a material that would look nice in SU as well as being able to render the model in V-Ray. (If the diffuse is linked then Crome objects got a black diffuse so they don't look too well in the SU view as the mesh turns all black. And Glass just becomes invisible.)
The Linked material in the scene got a second diffuse with a Grid map. The grid map uses the mapping of the SU diffuse. The SU diffuse is set to completely transparent. This works well for the rendering, but makes the material invisible in the SU view. One work around is to disable transparency for the style. However, this does mean that I can't make a model that I can render as well as keeping it presentable in plain SU. Alternative would be to keep separate models, but that makes for an awkward workflow.
So, I got a few things I'm wondering about regarding textures and mapping:
1. How does Object XYZ and Planar World XYZ mapping work?
2. Can materials be unlinked in SR1? (Sorry to ask this, I know you've worked hard to make material automatically sync with SR1, and in most cases it's what I want, but sometimes I want them not to.) (No pleasing someone, eh? )
I know that SU isn't great with textures and feeding all info to VfSU. Mapping gizmos is one of the things I'm really hoping for in SU7. I'm testing these edge cases because some times the normal mapping method isn't what I want. The manual didn't have any info about this so I was hoping to tap into the collective knowledge base.
Some times I want to add a map to a material without a diffuse texture. Without the texture map the Explicit Mapping coordinates are pointless. So I've been trying to figure out how Planar XYZ and Planar World XYZ mapping works.
This is a test scene where I've used various mapping methods.
I was thinking that Object XYZ meant that the texture was relative to the object's axis and that a map with a UVW transform repeat of 1,1,1 would mean that the texture would fit once along the lengths of the object. The map used is the same grid map used for the Linked Material example. From the text render I see that I was wrong, obviously. But I can't see any system to it either. I don't understand how I can control the size of the texture.
Same goes for Planar World XYZ.
With the original VfSU you could assign a dummy texture and apply a non-linked material where the V-Ray material could make use of the SU mapping coordinates.
It was a nice method that allowed me to keep a material that would look nice in SU as well as being able to render the model in V-Ray. (If the diffuse is linked then Crome objects got a black diffuse so they don't look too well in the SU view as the mesh turns all black. And Glass just becomes invisible.)
The Linked material in the scene got a second diffuse with a Grid map. The grid map uses the mapping of the SU diffuse. The SU diffuse is set to completely transparent. This works well for the rendering, but makes the material invisible in the SU view. One work around is to disable transparency for the style. However, this does mean that I can't make a model that I can render as well as keeping it presentable in plain SU. Alternative would be to keep separate models, but that makes for an awkward workflow.
So, I got a few things I'm wondering about regarding textures and mapping:
1. How does Object XYZ and Planar World XYZ mapping work?
2. Can materials be unlinked in SR1? (Sorry to ask this, I know you've worked hard to make material automatically sync with SR1, and in most cases it's what I want, but sometimes I want them not to.) (No pleasing someone, eh? )
I know that SU isn't great with textures and feeding all info to VfSU. Mapping gizmos is one of the things I'm really hoping for in SU7. I'm testing these edge cases because some times the normal mapping method isn't what I want. The manual didn't have any info about this so I was hoping to tap into the collective knowledge base.
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