tag:blogger.com,1999:blog-4737331313003219794.post7259380936041655185..comments2024-01-29T09:20:48.821-08:00Comments on Rhino Tech Tips: UV mapping in Rhino 5Cécile Lamborothttp://www.blogger.com/profile/07842544326095508977noreply@blogger.comBlogger39125tag:blogger.com,1999:blog-4737331313003219794.post-6385525439262463622017-01-27T07:32:09.600-08:002017-01-27T07:32:09.600-08:00The Rhino work in progress or WIP which will for t...The Rhino work in progress or WIP which will for the most part become v6 has sub-object material assignment in it already so you won't need to extract or explode for separate materials in a single polysrf. If you have a v5 license you can try the WIP here... <br />https://discourse.mcneel.com/t/welcome-to-serengeti/9612<br /><br />Post any questions about WIP features to the Serengeti section of the forum. <br /><br />Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-9040880416174164822017-01-27T06:09:38.517-08:002017-01-27T06:09:38.517-08:00Thank you brian,
I think I was dragging textures ...Thank you brian,<br /><br />I think I was dragging textures onto surfaces, and that was modifying the material, and applying the changes to the exploded items which still had the same material assigned.<br /><br />It works with different materials on each extracted or exploded face. Thank you.<br /><br />I take it there is no clever way to achieve this without separating the faces? I am not a fan of squashing a texture to create end-grain...Donathttps://www.blogger.com/profile/11936243833038690646noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-10222381474108898632017-01-27T05:58:29.144-08:002017-01-27T05:58:29.144-08:00Hi Donat,
Exploding should allow you to assign a ...Hi Donat,<br /><br />Exploding should allow you to assign a different material to the end grain surfaces. The model may be grouped if that isn't working. I have found that you can make a duplicate of the existing material and then increase the tiling of the wood grain texture to make it stripey. Then apply that new material to just the end grain surfaces. I generally use ExtractSrf to make the end grain surfaces a separate selection versus Explode which separates the entire model. <br /><br />If you are still having trouble send the 3dm file with the textures as well to tech@mcneel.com or post to the user forum for help https://discourse.mcneel.com/Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-75929671012188611122017-01-27T05:39:37.649-08:002017-01-27T05:39:37.649-08:00Hi Brian,
Referring back to the first comment her...Hi Brian,<br /><br />Referring back to the first comment here by Nick Scott about wood textures and end grain.<br /><br />I read your answer, but I couldn't understand what you meant about a separate selection:<br />"For your end grain texture, make that part of the model a separate selection and use a different texture in the material for that object."<br /><br />For example, I am trying to model a sheet of plywood (2440x1220x18mm) with a wood-grain texture on the large surfaces and a stripey texture on the narrow edges.<br /><br />I cannot seem to disconnect the surfaces, even when I explode the polysurface into separate surfaces, the texture I apply to one side changes all the other sides.<br /><br />Could you explain this further please?Donathttps://www.blogger.com/profile/11936243833038690646noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-20899264846962416422016-10-24T05:54:11.040-07:002016-10-24T05:54:11.040-07:00To add content to the Libraries panel, go to the L...To add content to the Libraries panel, go to the Libraries panel and then click the wrench icon at the top right of the panel. Choose 'settings' and add any folders on your system to the custom folders area. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-10725124603478495792016-10-23T12:17:11.756-07:002016-10-23T12:17:11.756-07:00thank you so much for this video! for my senior th...thank you so much for this video! for my senior thesis, i am working on projection mapping, and was wondering if you know if there's anyway of importing my own images and hopefully videos/animations into the library so that those can be wrapped onto my 3d object as well. do you know if this is possible? thanks so much brian!<br />-marleyAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-21789579222561441662016-08-01T07:21:00.046-07:002016-08-01T07:21:00.046-07:00Hi byfolko,
I'm not sure if Keyshot uses the ...Hi byfolko, <br />I'm not sure if Keyshot uses the UV info in the Rhino 3dm file format directly. Check with the plugin developers to see what they recommend but I'd suggest using the OBJ format which will include the UVs. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-64805129945486396122016-08-01T05:15:58.342-07:002016-08-01T05:15:58.342-07:00Yes, if you're using a plugin which has it'...Yes, if you're using a plugin which has it's own material editor, you'll need to access WCS in it directly in most cases. Post files and screenshots to the user forum here if you still need help... https://discourse.mcneel.com/Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-64879593484856514832016-07-29T23:19:54.398-07:002016-07-29T23:19:54.398-07:00Hi Brian
Once i did all the (very) complicated stu...Hi Brian<br />Once i did all the (very) complicated stuff you explain in the video, when i export the UV mapped model to Keyshot will Rhino save the changes so that i can texture it in that render engine?byfolkohttps://www.blogger.com/profile/00061649554360046292noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-21519622572216949002016-07-23T18:49:36.145-07:002016-07-23T18:49:36.145-07:00Thanks. The first option sounds the best as then I...Thanks. The first option sounds the best as then I can just go straight back to the material at any point and it be the same scale. Only problem, I can't seem to be able to find the WCS in the material editor. Is that because I'm using VRay? I'll attach a screenshot of the material in the editor. Thanks! Phoebehttps://www.blogger.com/profile/09345846779235795415noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-6492629557679067602016-07-20T05:19:52.069-07:002016-07-20T05:19:52.069-07:00Hi Phoebe,
Yes, there are a couple options. A tex...Hi Phoebe,<br /><br />Yes, there are a couple options. A texture in a material can be set to WCS in Rhino's material editor which stands for World Coordinate System. The Vray material editor likely has something similarly named in the mapping settings for the texture. The other option that comes to mind is to select all the objects in unison and assign a texture mapping method to them at the same time, for instance a Box style works well for walls in most cases. Post to the user forum please if you need more help, http://discourse.mcneel.com/ You can post models and screenshots there for the best feedback. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-30688367940972543462016-07-19T16:17:52.616-07:002016-07-19T16:17:52.616-07:00Hi Brian
Is there a way of changing the mapping o...Hi Brian<br /><br />Is there a way of changing the mapping of a material throughout the whole model, ie. a brick material showing bricks at the same scale everywhere instead of having to adjust each instance that the material is shown seperatly? I'm using Rhino 5 and Vray 2.0 t model a group of large buildings and it would take ages to correct each object with brick material if every brick is the same size.<br /><br />Thanks!Phoebehttps://www.blogger.com/profile/09345846779235795415noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-59029858218386859882016-06-27T11:19:57.743-07:002016-06-27T11:19:57.743-07:00Hi Edwin,
There are separate mapping channels ava...Hi Edwin,<br /><br />There are separate mapping channels available in the Properties panel but the render engine/plugin you're using would need to support this assignment per texture in the material applied. The Obj format should carry mapping info into Rhino for transferring UVs. Send any specific questions to tech@mcneel.com if you have an issue. Be sure to include all the files needed as well if you do so I can take a look. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-12435745216446778052016-06-27T07:04:50.853-07:002016-06-27T07:04:50.853-07:00Hi Brian,
Is it possible to assign multiple UV ma...Hi Brian,<br /><br />Is it possible to assign multiple UV maps to an object, for instance a UV map for texturing and a UV map for lightmap? If so, can I also import UV maps?<br /><br />Kind regards<br />EdwinAnonymoushttps://www.blogger.com/profile/08640614214292317784noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-35713843872749268342016-06-13T11:22:41.450-07:002016-06-13T11:22:41.450-07:00Hi Mike,
Can you send in a 3D plank and the textu...Hi Mike,<br /><br />Can you send in a 3D plank and the texture you're using to tech@mcneel.com ? Just say for Brian J and I'll get it. At a guess, using WCS box mapping in the material may be the fastest way to get the result you want. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-24259274934441035762016-06-13T10:53:52.183-07:002016-06-13T10:53:52.183-07:00Hi Brian,
Thanks for the video. I'm trying ...Hi Brian, <br /><br />Thanks for the video. I'm trying to map a bitmap texture of a single plank of wood cladding to a single "plank" of 3d geometry. I need to do this several hundred times, as it was necessary to actually model every plank on the building in the 3d model space. <br /><br />My bitmap texture is a jpg, 150 dpi, and aprox 6" by 85". The 3d model planks are apron the same size. I am unable to eliminate stretching of the bitmap using surface mapping on the faces of the planks after exploding them, and similarly unable when using box mapping on them as closed polysurfaces. <br /><br />Any tips on getting the texture to line up? And also, any advice on doing this to several hundreds objects without needing to deal with them all individually? <br /><br />Thanks! Anonymoushttps://www.blogger.com/profile/17118621128928825257noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-36984170421281471312015-11-30T06:41:14.643-08:002015-11-30T06:41:14.643-08:00Can you send a model and any screenshots to help e...Can you send a model and any screenshots to help explain to tech@mcneel.com ? I'm not sure what you're using curves for and how a material would be applied to them. The IGES format can carry curves if that helps too. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-39740774660186991712015-11-28T08:39:09.942-08:002015-11-28T08:39:09.942-08:00perfect! I have already tested and working properl...perfect! I have already tested and working properly. Now the next query. Format that curves can be exported and maintain uv coordinates? I sat and tried others but when imported into 3ds max lose the coordinates. Thank you!Leandronoreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-68000601633805025462015-11-23T06:04:20.784-08:002015-11-23T06:04:20.784-08:00Yes, UV coordinates are included in the obj format...Yes, UV coordinates are included in the obj format. I believe the same is true for 3ds but I don't have max here to test it out. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-9024081790038976182015-11-19T19:23:01.115-08:002015-11-19T19:23:01.115-08:00Hello Brian. UV coordinates are saved with the fil...Hello Brian. UV coordinates are saved with the file when exporting to obj format? Importing 3ds Max mapping coordinates will remain? Thank you!Leandronoreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-84472385743253078082015-02-22T08:16:10.279-08:002015-02-22T08:16:10.279-08:00Thanks Brian,
Well done!!!Thanks Brian,<br />Well done!!!bisenbergerhttps://www.blogger.com/profile/06729003357858336715noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-7418146082607820442014-12-01T05:34:36.962-08:002014-12-01T05:34:36.962-08:00Hi Scott,
With the UV editor open and a square as...Hi Scott,<br /><br />With the UV editor open and a square aspect ratio defined for it, I would use ViewCaptureToFile in the Top viewport. This will give you a good base layer to work over. If you have example files or screenshots to explain more about what you're looking to do, please post to the Rhino user forum here http://discourse.mcneel.com/Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-26584746460585609482014-11-29T16:14:56.325-08:002014-11-29T16:14:56.325-08:00ARG! Why is this video the only thing on the enti...ARG! Why is this video the only thing on the entire intertubes about Rhino uvmapping? Is it possible to save the uvmap and import it into Photoshop?? I can't find anything besides the one video!Scotthttps://www.blogger.com/profile/04500076990423599234noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-39692420174366540762013-09-19T05:12:00.474-07:002013-09-19T05:12:00.474-07:00Hi Евгений,
If a single surface in a polysurface ...Hi Евгений,<br /><br />If a single surface in a polysurface needs to be a different material, I would suggest you use ExtractSrf and assign a separate material to it versus using a blend texture and mapping. Depending on the render plugin used (e.g. Brazil) you can use blends and mapping but separate selections for separate materials is the easy route. Then Group to keep things together for positioning if needed. Brian Jameshttps://www.blogger.com/profile/06028891304800509480noreply@blogger.comtag:blogger.com,1999:blog-4737331313003219794.post-56275917593890757972013-09-19T02:35:49.776-07:002013-09-19T02:35:49.776-07:00Hello, Brian!
I tried to "paint" a singl...Hello, Brian!<br />I tried to "paint" a single face in a polysurface with different material, but I didn't manage with that. Is it possible? Does a composite material support this?Evgeny Shirinyanhttps://www.blogger.com/profile/06255813599209665462noreply@blogger.com