Kevin Allen Posted August 8, 2023 Share Posted August 8, 2023 1 hour ago, Kevin K said: Good to know all this for future endeavors now, to remember it. 1 Quote Link to comment
Kevin K Posted August 8, 2023 Share Posted August 8, 2023 HAHAHA Kev...very salient point! Life can be tough for us ' older gentlemen ' 🙂 Quote Link to comment
Mark Aceto Posted August 8, 2023 Share Posted August 8, 2023 2 hours ago, grant_PD said: For what it's worth, I did need to go through and line up the textures horizontally to get the map aligned across straights and curves, but it was not too bad. I will still need to build a UV map that I can work with in a flattened elevation and then re-map it to these walls, but that will most likely be in c4d and not vw. From memory, Autoplane works best with curved walls. UV mapping should work best but… Quote Link to comment
grant_PD Posted August 8, 2023 Author Share Posted August 8, 2023 It's close. I usually build the uv map in c4d, sometimes out of a new extrusion that I can turn on for rendering purposes. I hope that someday I can do the mapping inside vectorworks, but the uv mapping tools are clunky. Quote Link to comment
Kevin Allen Posted August 9, 2023 Share Posted August 9, 2023 19 hours ago, grant_PD said: hope that someday I can do the mapping inside vectorworks, but the uv mapping tools are clunky. If I am seeing this correctly, you want the textue to illustrate what modules are where? Quote Link to comment
Mark Aceto Posted August 9, 2023 Share Posted August 9, 2023 19 hours ago, Mark Aceto said: From memory, Autoplane works best with curved walls. UV mapping should work best but… I lied. It's Plane (and Generic Solid in this case). I can see a logical challenge of mapping a single texture across straight and curved walls... Quote Link to comment
Mark Aceto Posted August 9, 2023 Share Posted August 9, 2023 19 hours ago, grant_PD said: uv mapping tools are clunky. Half-baked (no pun intended) for sure. Not sure what's on the roadmap but needs to be improved to keep up with other 3D design software. See also: PBR textures and procedural workflows. 2 Quote Link to comment
Kevin Allen Posted August 9, 2023 Share Posted August 9, 2023 1 minute ago, Mark Aceto said: PBR textures 3 1 Quote Link to comment
grant_PD Posted August 9, 2023 Author Share Posted August 9, 2023 @Kevin Allen Curving led has become pretty popular these days, so that is one reason to want an accurate map along these types of walls. But also when I'm working with wall textures and want to rapid-protoype a look, it can be easier to build a flat graphic that can be messed with in photoshop and applied to the wall just as a texture. Quote Link to comment
Kevin Allen Posted August 9, 2023 Share Posted August 9, 2023 7 minutes ago, grant_PD said: @Kevin Allen Curving led has become pretty popular these days, so that is one reason to want an accurate map along these types of walls. But also when I'm working with wall textures and want to rapid-protoype a look, it can be easier to build a flat graphic that can be messed with in photoshop and applied to the wall just as a texture. agreed. but for the record, when I see PBR I think Pabst, not Physically Based Rendering. 1 Quote Link to comment
grant_PD Posted August 9, 2023 Author Share Posted August 9, 2023 Lol me too! 1 Quote Link to comment
Tom W. Posted August 9, 2023 Share Posted August 9, 2023 On 8/8/2023 at 6:23 PM, Mark Aceto said: Check the box: Use world origin? Since this was introduced in VW2023 I use it every time in preference over the previous 'Use world Z for origin' + I'm not clear why you'd now choose to use the latter over the former. Under what circumstances would you do so? And what effect is checking both meant to have? Quote Link to comment
Mark Aceto Posted August 9, 2023 Share Posted August 9, 2023 1 hour ago, Tom W. said: Since this was introduced in VW2023 I use it every time in preference over the previous 'Use world Z for origin' + I'm not clear why you'd now choose to use the latter over the former. Under what circumstances would you do so? And what effect is checking both meant to have? Good question. Quote Link to comment
grant_PD Posted August 10, 2023 Author Share Posted August 10, 2023 Thanks all for the help with this one. Such a great community. I think VW should take note of this thread, to get a consistent uv map across any surface (no matter how it undulates) should not be so difficult or cryptic. I'm not asking for uv mapping akin to character uv mapping, which is its own artform, I'm just asking for a simple, wallpaper like form. 1 Quote Link to comment
Elite Exhibits Posted August 10, 2023 Share Posted August 10, 2023 @grant_PD Interesting. I think VW should take note of ... (¿ How many times that could be said ?) Peter 1 Quote Link to comment
Elite Exhibits Posted August 10, 2023 Share Posted August 10, 2023 @grant_PD Question: ¿ Did you ever look at the texture and how it is mapped in the file attached above ? Peter Quote Link to comment
grant_PD Posted August 10, 2023 Author Share Posted August 10, 2023 @Elite Exhibits I did try your method as it looked promising. But my polygon when turned into walls had 256 walls in the corner? maybe I need to play more with this. Quote Link to comment
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