iaincognito Posted March 2, 2019 Share Posted March 2, 2019 I was hoping someone could shed light on this issue. I may be setting it up incorrectly as I don't have much experience with textures. Basically what I am unable to replicate the preview of a renderworks texture in the actual model. I've attached a couple reference photos. The desired result is to map this texture to a flat surface or bulge to emulate a densely packed crystal chandelier. Thanks! Quote Link to comment
iaincognito Posted March 2, 2019 Author Share Posted March 2, 2019 Update: I didn't realize I needed displacement mapping enabled in renderworks. I was using fast renderworks and realistic interior fast without displacement mapping checked. Here's the result when the settings are correct. It's not exactly what I'm looking for but way better. If anyone has any other suggestions to improve the look, I'm very open to feedback. Thanks! -iain 3 1 Quote Link to comment
Markvl Posted March 4, 2019 Share Posted March 4, 2019 Wondering if maybe you'd be able to use the grass shader? 1 Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted March 6, 2019 Vectorworks, Inc Employee Share Posted March 6, 2019 I tried creating a pattern of black and white triangles. Here is what I was able to test. test displacement mapping.vwx 1 Quote Link to comment
Kevin Allen Posted March 6, 2019 Share Posted March 6, 2019 Just curious, have you tried the grass texture? Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted March 6, 2019 Vectorworks, Inc Employee Share Posted March 6, 2019 let me get on it.... Quote Link to comment
iaincognito Posted March 6, 2019 Author Share Posted March 6, 2019 Thanks for the input thus far. It's a fair point that making my own pattern is the better solution. I was just using the included star drop texture. Does anyone know if there is a limit to how large the texture can be? I would basically be creating the entire chandelier to be extruded using displacement mapping rather than having 20,000+ objects. This method however sacrifices the glass texture which I think is ok considering the performance and rendering time differences (I don't know if there would be time saved with this method over rendering the geometry. My assumption is yes.) Thanks again! Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted March 18, 2019 Vectorworks, Inc Employee Share Posted March 18, 2019 @Kevin Allen I almost forgot about this test. Here is in grass, thick blades but the tips are always sharp. Funny. Quote Link to comment
Kevin Allen Posted March 18, 2019 Share Posted March 18, 2019 What is you increase the number of blades of grass? Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted March 18, 2019 Vectorworks, Inc Employee Share Posted March 18, 2019 Quote Link to comment
Kevin Allen Posted March 18, 2019 Share Posted March 18, 2019 your results don't look like your preview. Are you texturing an object above? Quote Link to comment
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