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Mapping Armageddon

Posted: Fri Jan 28, 2011 11:34 am
by osuire
Hi !

Mapping is giving me headaches lately : any attempt to tile on planar surfaces will produce crazy results :
Image

I disabled realscale of course, and tried "surface", then "planar" and even "box" mapping, but it always produces this awefull result :(
Her's the files to replicate the bug : https://smc2.box.net/shared/static/daqofbtva5.rar

The "ghost" bug with single surface SSS is still there too.

Cheers,

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Olivier

Re: Mapping Armageddon

Posted: Fri Jan 28, 2011 1:28 pm
by JDHill
If you look at your textures (in the plugin Material Editor) you will see that they are not tiled; check the Tile X and Tile Y boxes to make them repeat.

Re: Mapping Armageddon

Posted: Fri Jan 28, 2011 3:39 pm
by osuire
Holly tiles !

I never realized there was these buttons.
What 's the point in their existence anyway ?

Cheers,

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Olivier

Re: Mapping Armageddon

Posted: Fri Jan 28, 2011 4:03 pm
by JDHill
They exist in order that you may either tile, or not tile, your textures.

Re: Mapping Armageddon

Posted: Fri Jan 28, 2011 6:46 pm
by Polyxo
osuire wrote:Holly tiles !
I never realized there was these buttons.
What 's the point in their existence anyway ?
Olivier
So thus far you were slapping every material onto Geometry "as is"?
Don't worry I'll not tell it to anyone... ;)

Re: Mapping Armageddon

Posted: Sat Jan 29, 2011 1:26 pm
by osuire
Hey ! Come on guys !
I'm not THAT stupid !
I use tiling all the time ; either from the definition of the material, or in the Rhino mapping parameters.
What I don't understand is the interest of having a "Tiling/OFF" toggle when you can do just the same by setting the U and V values to 1....
I mean appart from making me look silly in the face of the world ?

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Olivier

Re: Mapping Armageddon

Posted: Sat Jan 29, 2011 2:09 pm
by Fernando Tella
Decal masks, for example. If you set U V values to 1 the map still tiles beyond the "projector" or mapping gizmo to the infinite.

Re: Mapping Armageddon

Posted: Sat Jan 29, 2011 3:01 pm
by JDHill
Sorry Olivier, I answered that question the only way I knew how. As Fernanado says, where the tile value sets the texture size relative to UV space, it is the tile on/off switch which determines whether or not it will be repeated. If you are wondering why Rhino 'shoots' the edges of a non-tiled texture off into infinity, as seen in your screenshot, I really couldn't say. If you rendered that plane in Maxwell, you should see that the grass texture only appeared in the mapped space, with the untextured material showing elsewhere.

Re: Mapping Armageddon

Posted: Sat Jan 29, 2011 3:03 pm
by Polyxo
Sorry Olivier!
I have to admit that I didn't read carefully and thought you were asking why there are the Tiling-Controls inside the Material-Editor at all.

Re: Mapping Armageddon

Posted: Sat Jan 29, 2011 10:11 pm
by osuire
Ok, this is all starting to make sense.
I realize I never really made decals in the way they are supposed to be done.
I always used a surface mapping with tiling set to 1 on a surface, and then placed that surface as a "sticker" on a bigger surface.
Anyways, this leaves us with a nice fat display bug in Rhino when used in conjunction with Maxwell material meant not to be tiled, doesn't it ?

I guess I'll post this on the Rhino NG.

Cheers,

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Olivier

Re: Mapping Armageddon

Posted: Sat Jan 29, 2011 10:28 pm
by JDHill
No, it's not related to the Maxwell plugin, this is just how Rhino works. You can produce the same effect with a Rhino texture (in V5) if you check the 'Decal' option.

Re: Mapping Armageddon

Posted: Sun Jan 30, 2011 12:07 am
by osuire
Ok, Ok..
All this makes me wonder why Rhino bothers with decals since in fact you can get the same effect with the "no tiling" trick...

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Olivier