michaelk Posted September 5, 2018 Share Posted September 5, 2018 I've always wondered this: Why do some wall textures stop lining up with each other when the wall is reshaped - even with "Use World Z for Origin" checked. The second floor walls are duplicates of the first floor, turned into unstyled walls, component tops and bottoms adjusted and then the walls are reshaped to align with roof elements. Sometimes the renderworks textures stay aligned. Sometimes they don't. In the attached example, the texture on the left walls is off in open GL but correct in hidden line. The texture on the right walls behaves as expected. Anyone solved this? Wall Texture Alignment.vwx 1 Quote Link to comment
BG Posted September 5, 2018 Share Posted September 5, 2018 I get this with every model and it is so frustrating. I would like there to be a coordinate box (or something similar) in the OIP which determines the start point for the texture, so no matter if the wall etc is moved up or down, trimmed, reshaped etc, the surface texture stays where is should be. Quote Link to comment
michaelk Posted September 5, 2018 Author Share Posted September 5, 2018 There is a checkbox in the OIP (in the rendering tab) to "Use World Z for Origin". Checking that helps. But not in every case. Quote Link to comment
BG Posted September 5, 2018 Share Posted September 5, 2018 (edited) I've tried that, but as you say, it doesn't always fix the problem. And, I want to be able to specify exactly where the texture origin is set from. e.g. 50 mm below the floor level or whatever. Edited September 5, 2018 by BG Quote Link to comment
michaelk Posted September 5, 2018 Author Share Posted September 5, 2018 Yep I've tried using the attribute mapping tool. But it's really hard to align on a wall with components. It would be great if you could type in a coordinate for the texture origin. 1 Quote Link to comment
Markvl Posted September 11, 2018 Share Posted September 11, 2018 On 9/5/2018 at 7:34 PM, BG said: I've tried that, but as you say, it doesn't always fix the problem. And, I want to be able to specify exactly where the texture origin is set from. e.g. 50 mm below the floor level or whatever. I share your pain. So often a texture like a brick or stone starts half way in a stone or brick with no way to shift it up with all walls matching up. 1 Quote Link to comment
JMR Posted September 17, 2018 Share Posted September 17, 2018 I've encountered this same issue with surface hatches. The world z functionality is oddly random - sometimes it works, sometimes not. The shifting z coordinate renders surface hatches pretty much useless in elevations, at least with multi storey buildings. Quote Link to comment
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.