You must be referring to the last texture example using the Z buffer image. You could align your geometry in a square aspect ratio and then set the viewport dimensions in object properties to be square(i.e. 1024x1024). Then zoom the selected objects in this resized viewport and save the image.
if i zoom the selected objects using ZoomSelected in a floating square viewport, the resulting image is not tilable, so the extents of the geometry are not aligned with the viewport extents. I was asuming that there is an easier way to capture a tilable square region without using Photoshop.
take a simple checkerboard as example: If you draw 4 squares forming a larger square, then color two of them black and two white. Next create a new square top viewport. How do you now zoom so the capture is tilable without doing cropping postwork ?
1- make your square viewport using the dimension fields in object properties 2- select your square array of geometry 3- type "ZS" (zoom selected) and press enter to zoom in on your geometry in the square viewport you just made 4- run the "Zoom" command and click on the "factor" option in the command line 5- type 1.1 and press enter
using the zoom option "factor" and then trying to find the right factor by trial and error is the only way to accomplish this. I´ve tried differnt factors but the result is never 100% tileable without fiddling in PS.
Maybe Rhino needs a command to just capture a picked area or better orient the camera so it can match perfectly. That was my initial point.
I'm glad that get's you closer... but I'm able to make a perfect square image of any geometry that fits evenly in a square bounding rectangle. I wonder where our work flows are different.
thankyou, the tutorial was a real help. but could you also show how to use it to drape it around ab oject or place it on the srface of an object that is not flat or square.
i tried using 'flow along surface' command after seeing the tutorial but found it more useful for rectangular shapes. wen i tried using it for a circular dome shaped object i was not very succesful at it. please help.
I bet that your domed surface had the seam at the pole and the texture was getting distorted by that. This is just a guess however, if you send me the model that would help.
Before flowing a texture onto a domed surface made from a sphere or ellipsoid, I would first rotate the sphere so that the surface seam were not in the area that would receive the texture. Placing the seam on its side and trimming off the lower portion will put the seam on the outer edge. Then use "ShrinkTrimmedSrf" to bring the spheres control points back to the smallest rectangular boundary.
Try flowing the texture at this point and see if it's more of what you had in mind.
Thank you for your time. Increasing the values to 20 w/ adjust tangency option and 50 w/out it did the trick. Using the cmd without tangency caused some problems after the trimming part, the surface didn't stay as one surface, but got it working. Great tutorial anyway, especially the part about using zdepth and heightfield cmds. Umm.. I noticed the program saves a rimage file to AppData/Local/Temp/Rhino Renderings every time I render something.. can you tell why is that?
Imported some textures etc but when I go and try to import a vismat-file the same way then it is not in the list of supported files. How do we import these textures in rhino?!
Vismat files are used by Vray and would require that render plugin to open in Rhino. You would actually be opening them in the Vray material editor. They would also only be 2D textures unless displacement was used.
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21 comments:
it is great but how to make a capture which is tileable and doesn`t need to be tweaked in Photoshop ?
You must be referring to the last texture example using the Z buffer image. You could align your geometry in a square aspect ratio and then set the viewport dimensions in object properties to be square(i.e. 1024x1024). Then zoom the selected objects in this resized viewport and save the image.
I hope this helps,
Brian J.
Thank you Brian,
if i zoom the selected objects using ZoomSelected in a floating square viewport, the resulting image is not tilable, so the extents of the geometry are not aligned with the viewport extents. I was asuming that there is an easier way to capture a tilable square region without using Photoshop.
Can you send me a file? It sounds like the selected geometry doesn't create a square bounding box.
brian(dot)james(at)mcneel(dot)com
Brian,
take a simple checkerboard as example: If you draw 4 squares forming a larger square, then color two of them black and two white. Next create a new square top viewport. How do you now zoom so the capture is tilable without doing cropping postwork ?
Try this...
1- make your square viewport using the dimension fields in object properties
2- select your square array of geometry
3- type "ZS" (zoom selected) and press enter to zoom in on your geometry in the square viewport you just made
4- run the "Zoom" command and click on the "factor" option in the command line
5- type 1.1 and press enter
Does this do what you want?
Brian J.
thanks Brian,
using the zoom option "factor" and then trying to find the right factor by trial and error is the only way to accomplish this. I´ve tried differnt factors but the result is never 100% tileable without fiddling in PS.
Maybe Rhino needs a command to just capture a picked area or better orient the camera so it can match perfectly. That was my initial point.
I'm glad that get's you closer... but I'm able to make a perfect square image of any geometry that fits evenly in a square bounding rectangle. I wonder where our work flows are different.
I might be able to help more if I saw your file.
Brian J.
thankyou, the tutorial was a real help. but could you also show how to use it to drape it around ab oject or place it on the srface of an object that is not flat or square.
Hi,
Check out this tutorial on Flow Along Surface. I think it will cover what you're looking for. Let me know if not.
http://tips.rhino3d.com/2009/02/learn-how-to-use-command-flowalongsrf.html
i tried using 'flow along surface' command after seeing the tutorial but found it more useful for rectangular shapes. wen i tried using it for a circular dome shaped object i was not very succesful at it. please help.
Hi,
I bet that your domed surface had the seam at the pole and the texture was getting distorted by that. This is just a guess however, if you send me the model that would help.
Before flowing a texture onto a domed surface made from a sphere or ellipsoid, I would first rotate the sphere so that the surface seam were not in the area that would receive the texture. Placing the seam on its side and trimming off the lower portion will put the seam on the outer edge. Then use "ShrinkTrimmedSrf" to bring the spheres control points back to the smallest rectangular boundary.
Try flowing the texture at this point and see if it's more of what you had in mind.
Brian
thankyou sir,
i'll try this and come back to you. :)
Hmm.. I can't join the patched surfaces to the rest of surface in example two. Any ideas what's wrong?
Try increasing the patch density settings for U and V. if there is not enough information along the trim edge, it won't join.
Thank you for your time. Increasing the values to 20 w/ adjust tangency option and 50 w/out it did the trick. Using the cmd without tangency caused some problems after the trimming part, the surface didn't stay as one surface, but got it working. Great tutorial anyway, especially the part about using zdepth and heightfield cmds.
Umm.. I noticed the program saves a rimage file to AppData/Local/Temp/Rhino Renderings every time I render something.. can you tell why is that?
It does that to support the "Open Last Rendering" command on the Render menu.
Thank you for the video. Love you already xoxo
Imported some textures etc but when I go and try to import a vismat-file the same way then it is not in the list of supported files. How do we import these textures in rhino?!
Hi Goran,
Vismat files are used by Vray and would require that render plugin to open in Rhino. You would actually be opening them in the Vray material editor. They would also only be 2D textures unless displacement was used.
just, thank you for sharing knowledge Brian!
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