brianyamagata Posted February 20, 2012 Share Posted February 20, 2012 Okay, so I've been using Vray with Rhino for about 4 years now. I've gotten decent at creating photo-realistic renders, but there's one thing that I would LOVE to find closure on. When i apply textures, say for example a hardwood floor, my workflow is this: 1) I'll pick the object I want textured, obviously 2) In Vray Material Editor, I'll upload the material I want and apply it to that object 3) More often than not, the default settings for that material won't match the scaling of the object that it's being applied to. 4) What I'll then do is adjust the UV Repeat until the scale matches what I'm looking for. I have a feeling I'm missing something extremely simple that could solve that type of problem, and would love to hear from some Pros how they go about texturing objects like Wood, Brick, etc. Thanks! Link to comment Share on other sites More sharing options...
Umesh Raut Posted February 20, 2012 Share Posted February 20, 2012 Hey mate, Though I am a learner and new here I thought to answer as I know that you are doing it the right way. There could also be one more way to set them in the material editor itself (use real world scale - in max of course, don't know what and where it is in rhino) that way you can use the same material on many different objects without using the uvw mapping modifier on all individual objects, well, mostly. You may want to check the map by using that small button 'view image' to determine its approximate size in reality, like in this case its 2'x1'6". [ATTACH=CONFIG]47183[/ATTACH] Link to comment Share on other sites More sharing options...
Ismael Posted February 20, 2012 Share Posted February 20, 2012 http://www.cadtutor.net/tutorials/3ds-max/map-modifying.php http://www.3dmax-tutorials.com/UVW_Map_Modifier.html Link to comment Share on other sites More sharing options...
brianyamagata Posted February 20, 2012 Author Share Posted February 20, 2012 Thanks for the responses! Seems like I've been doing it the correct way. I just wanted to make sure I wasn't missing something. Link to comment Share on other sites More sharing options...
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