#321461
Is there a way to get the grain to follow the radius of the curve at that face that the red arrow is pointing to? I tried both cylinder and capped cylinder mapping without success.
Image
#321482
Cylindrical mapping uses planar mapping for the caps - Rhino doesn't have any sort of 'circular' mapping. I believe the only way to make Rhino do what you are asking for would be to:

1. create the curved face using a Sweep
2. use a Surface mapping

If you make a surface by starting with a rectangular plane and trimming it with round curves, the UVs of the resulting curved surface will still be those of the underlying rectangular one. If, however, you sweep a straight curve around a curved one, the UVs will flow along with the sweep; the surface is not defined by a set of trimming curves. You then control which direction is U and which is V (i.e. which direction the grain would follow) using Dir > SwapUV.

So here, you'd want to extract the curved surface, duplicate its edge curves, and use them to create a swept surface. There may be other ways, but none are coming to mind -- maybe somebody else will chime in.
#321488
What about camera projection? I have had to model just like JD mentioned to get something like this to work, but I have had some success in the past by using the camera projection... try this-- text is not mine and I can not for the life of me remember who posted it but I copied the entire thread so hope this helps.
Cary

Quoted text below

hmm, you are talking about Rhino commands (not Rhino-script native methods). Yes, it seems possible. You don't even need a Rhinoscript for this. It can be done with a macro.

Try this in a button:
Code:
'_CPlane _View _applyplanarmapping 1 _changeplane -50,-50,0 50,50,0 _single 1 1



hyltom wrote:
how do you know the sequence of the _ApplyPlanarMapping command.


Well, the macro will fail if you have not pre-selected some objects (that's because the sequence is a little different without pre-selection; there's an extra step in there).

When you make a macro like this, generally, you run the command once manually until it does exactly what you want and you write down the options you followed in each step. For example in this case the first thing the command asks you is channel number, so the first parameter in the macro is "1", then you have to select a custom plane (otherwise you are being constrained to the world plane) so the next parameter is "changeplane" ... and so on
Quote:
Obviously, if i m not wrong, it's not possible to change the UVW rotation as their is no macro, am i correct?

You mean to rotate the planar mapping ? ...
There are two ways.
1. you can add a parameter "3point" after the "changeplane" and then use three points to create a rotated plane --> '_CPlane _View _applyplanarmapping 1 _changeplane _3point 0,-70.711,0 70.711,0,0 0,70.711,0 _single 1 1 <-- ... but it is difficult to control the rotation like this.
2. you can work around it by having a modified macro like this:
--> '_CPlane _View _CPlane _rotate 0,0,0 0,0,1 30 _applyplanarmapping 1 _changeplane -50,-50,0 50,50,0 _single 1 1 <--
In this case the last number after the "rotate" parameter is the rotation angle. This way you get a prededermined rotation each time you press the button.

You can also have the macro to pause so that you can enter a rotation angle like this:
Code:
'_CPlane _View _CPlane _rotate 0,0,0 0,0,1 pause _applyplanarmapping 1 _changeplane -50,-50,0 50,50,0 _single 1 1
... but when it asks, then you **have** to type in an angle, otherwise, if you click for a point, the rest of the macro will not work.

Of course all this can be done a little more elegantly with a script ... but ...

#321498
Thank you both for the replies.

The surface mapping option worked but had to create a separate MXM just for that as the one I was using with RS enabled did not give me the right texture scale when applied. Got it looking fine now. thx, much. Joe
#321499
JDHill wrote: So here, you'd want to extract the curved surface, duplicate its edge curves, and use them to create a swept surface. There may be other ways, but none are coming to mind -- maybe somebody else will chime in.
Yeah, as Jeremy says - however it will even be easier to fix all surfaces in one go - given that wooden wheel is exactly round.
Then you could extract a cross-section of the beam (a square with chamfered edges) and revolve it around the center. All
surfaces should look OK with surface-mapping then.
#321500
Yep, the surface mapping works fine.

Funny thing is on another curved surface the mxm with the rs enabled worked fine using the surface mapping. Gotta go to render so hopefully al will turn out.

Thx for the comments.
#321501
Josephus Holt wrote:The surface mapping option worked but had to create a separate MXM just for that as the one I was using with RS enabled did not give me the right texture scale when applied. Got it looking fine now. thx, much. Joe
Yes, real scale mapping, by definition, is always cubic.
#321502
JDHill wrote:
Josephus Holt wrote:The surface mapping option worked but had to create a separate MXM just for that as the one I was using with RS enabled did not give me the right texture scale when applied. Got it looking fine now. thx, much. Joe
Yes, real scale mapping, by definition, is always cubic.
Will I ever learn? Another one for the Maxwell Reference folder :) Thx JD
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