question about Material UV settings

Re: question about Material UV settings

We can’t really blame Sketchup - it does what it does. Basically we didn’t realize the UV hiccup ( how uvs are only generated if a texture is on them ) until we were a bit late in the game. We’ll have to come up with a solution because at the moment any part of our material process that relies on mapping is very drawn-out and complicated.

I am going to see if I can get something in to alleviate some of the strain during the current service release I’m working on. I just need to make it so these uvs are always generated regardless. As well as probably implementing biebel’s suggestion regarding automatic linking to Sketchup materials).

As always - we’re open to new suggestions on how to help you with your workflow

Re: question about Material UV settings

Hey thanks Dalomar and Joeb!
That’s great news.
I am sure you guys will figure a way to do the trick as the rest of the software allready is very solid.

Thanks for hearing your customers and ‘nearly’ cutomers :wink:

Regards,
Biebel

Re: question about Material UV settings

You guys = Joe…I’m just here to explain to him all of the super complicated things (like meshing something)..he’s the brain child who codes it all. ;D (this is a big inside joke)

Re: question about Material UV settings

I don’t know the command to mesh something in Rhino and suddenly I’m a stupid person right? :wink:

Re: question about Material UV settings

Clearly the issue on how to do uv-mapping is not answered.

I would say the most logical thing would be doing texture positioning in SU.
Vray should pick up this uv-mapping automatically in the Vray material editor.
The current vraylinked material doesn’t handle this properly, since it doesn’t allow extra adding of maps (i.e transparancy maps , etc…).
Most of the time the extra bitmaps you want to add (bump, clip, gloss maps, specular maps,displecement etc…)have the same image size as the diffuse texture.
So one would expect(because the size is the same) it will be uv-mapped the same as the diffuse texture.

Is this something that will be revised?In most other render engines it works this way, so I can’t imagine it could not be done in Vray.

thanks for listening,
biebel

Re: question about Material UV settings

V-Ray does grab this mapping info. The mapping info is used for any other maps (bump, displacement, reflection, glossiness…). The only map it can’t do that with is the transparency map, because that must be done through the SketchUp material settings (all of the settings of the linked diffuse layer are grabbed from the SU material and cannot be overridden in the v-ray material editor).

Re: question about Material UV settings

If the transparency bitmap has the same image size as the diffuse one…why can’t it jus follow the same rules as the others (bump, refl. map, etc…) ?

Re: question about Material UV settings

I was under the assumption that SU allowed for transparency maps in its materials, which it doesn’t, so that basically leads the transparency map “unmappable” for a linked material (in this case assume just makes an ass of me :-[). I talked to Joe about this and we think we may just allow the transparency map (not the color) to be changed from within the linked layer. In the mean time, I posted a work around for setting the transparency map with UV info from a linked material on your other thread (the one in the bug section). If desired I can post it over here.