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Texture Map with Text Rendering Reversed
Posted: Wed Apr 30, 2008 11:19 pm
by jvanmetre
JD-
I've got a texture map for an object that includes text...the material shows correctly as a preview material, but when applied to the object and rendered, the text appears reversed. In addition to the texture map , I've got a displacement map in the same materal that seems to be working in material preview correctly as well -- both texture maps appear correctly in material preview. Material is applied to object with surface projection.
I'm not sure if this is an ongoing issue?
jvm
Posted: Thu May 01, 2008 12:21 am
by jvanmetre
Further...to text reversed...
I converted the nurbs object to a mesh in Rhino and then applied the same material in question to a mesh...Rhino viewport displays the material differently than nurbs object although both materials are being projected to surface.
There seems to be some inconsistency when a material is applied to a mesh or nurb when using surface projection...maybe that's how it's supposed to be? In addition, there is no way to edit the orientation of the surface projections of an object.
jvm
Posted: Thu May 01, 2008 12:27 am
by JDHill
Hi Jim,
Well, the question is really: is it different in Rhino's viewport than in the Maxwell rendering? If so, it would have to be something wrong in the plugin, but if not then you probably just have to adjust the texture-mapping. However, if you're using 'Surface' mapping, you won't be able to do that. Probably, in this case, it's reversed because the object in question has been mirrored at some point in its lifetime.
Seeing your second post: though it shows up that way in Rhino's UI, 'surface projection' is actually an oxymoron. There is no projection happening at all; rather the texture is being stretched out across the object, in whichever way that Rhino decides it will be. If you want to have control, you'll need to use one of the other mapping-types: these employ a virtual 3D primitive to project the pixels onto the target object. If you are working with things like text, which require precise placement, this will probably be the only way to go.
JD
Posted: Thu May 01, 2008 4:11 am
by jvanmetre
JD-
Thanks...planar works, but by not being able to wrap around the surface, isn't that defeating the purpose of creating the texture map from an unwrapped surface? Surface projection is working to a certain degree, but the map control isn't there.
Shouldn't the UVW Offset, UVW Rotation, UVW Repeat under Projection, "Surface" not be grayed out and work.
Actually, it's possible to unlock those surface projection controls by using UnpackTextures from the Rhino command line, but it still doesn't give enough control.
jvm
Thanks for your help.
Best regards,
Jim
Posted: Thu May 01, 2008 6:38 am
by JDHill
As far as I know, UnpackTextures just separates a polysurface into its various surfaces for texturing - so you're basically just getting back the SwapUV/UReverse/VReverse that you lost when you used a polysurface instead of multiple surfaces. Unfortunately, if you can't make things work using either surface-mapping, or the planar/box/spherical/cylindrical projections provided by Rhino, you'll probably just have to find some additional software that will allow you to have more control - Rhino is still very young in this area. Remember, it was just a little more than a year ago that there was really not much texture-control at all in Rhino, besides for what you now see as the not-very-adjustable surface mapping. Most likely, this means exporting to .obj and using something like
Silo to do unwrapping, which isn't too bad of an idea anyway, since it's good to have a subd modeler for some things, and Silo's pretty (read: really) cheap.
JD
Posted: Thu May 01, 2008 2:01 pm
by jvanmetre
JD-
Thanks again...I will take a look at Silo.
jvm
Posted: Thu May 01, 2008 4:54 pm
by jvanmetre
JD-
Just checked out the Rhino board...
I think i've got the "surface" projection working. I've been trying to apply the map to a solid object which is the problem...if the part is broken up into surfaces I then have control over the UV cordinates using the DIR command. It was just a matter of reversing the U coordinate and the map is working.
I think it's on wishlist with McNeel to add the options of reversing U V coordinates with solids.
jvm
Posted: Thu May 01, 2008 5:05 pm
by JDHill
Yes, that's right - that's what I meant when I said you'd be 'getting back SwapUV/UReverse/VReverse' by using UnpackTextures - you don't literally get those commands back (i.e. _Dir), but you can make the same changes they make using the now-not-greyed-out UVW params in the texture-mapping properties window. You don't need to wait for McNeel to give you polysurface-capable U/VReverse commands; reversing here simply means, setting rotation in whichever U/V/W axis you need, to 180°.