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texture mapping : how to get same texture sizing on different size surfaces?


thomasj
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hello,

 

Im adding surfaces to my rhinoceros model, when i render, the same texture on different surfaces are at differnt dimensions. the texture is of a mesh, i would like to have it even throughout all surfaces

 

how would i be able to do this?

 

thanks in advance

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hi, max is good for things like this, but im working in rhinoceros.... not sure how to get around this. i really dont want to start punching in different uv numbers for every single different surface, it will never look right.......kinda stuck

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If you're using rhino 4, you can actually use the same projection mapping methods available in 3ds max (planar, box, etc.). Make sure your properties panel is open / visible. I always keep mine docked on the right side. Then select an object; if you look in the properties panel you should see the first thing at the top is a pull down menu (it's usually set to say "object") click the pull down menu and select "texture mapping." From there you'll see a bunch of features and mapping similar to max. If you've ever dealt with projection mapping, everything should look familiar.

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Hi Thomas,

 

Are they single surfaces or are they joined into a polysurface? Can you put up a screen shot of what you're talking about? Unless you use Box uv mapping, you're going to have to apply a separate Surface uv mapping to each surface and adjust the tiling. If the tile options aren't available in Surface, you need to reparameterize each surface first.

 

Box mapping has some bad artifacts at edges, but if the object isn't seen really close up, or you are not using displacement, it might do for you.

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hi they are single surfaces....if i were to give them the same degree or something similar, would that work?

 

as of right now, i was forced to punch in the u v coordinates, and its obvious that the textures dont seemed scaled properly.

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Hi Thomas,

 

If you use Box mapping on the objects as a selection set, tiling will be applied evenly on all lthe objects in the selection. But there are drawbacks where filleted surfaces are concernd. If you want to use surface mapping (which I prefer to use whenever possible), you have to tweak the numbers for each surface until they match up.

 

I will note that if you apply Surface mapping to a surface and the uv mapping controls are disabled, you need to Reparameterize the surface.

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