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Posted: Sun May 22, 2005 9:03 pm
by j_petrucci
Rhino plugin doesn't support textures, yet; you have to do some booleans to make a decal (like a beveled text).
EDIT: now, with 0.5.5 version it
does!

Posted: Sun May 22, 2005 9:55 pm
by Micha
If you have Flamingo, than you could try to combine a Flamingo decal with a Maxwell rendering. Read my post "Combine Maxwell with textures from other renderer".
Posted: Mon May 23, 2005 11:35 pm
by Eric Lagman
I thought the last update allows texture maps now? It says textures now supported in the announcements thread. I haven't got a chance to try it out yet, been too busy.
Posted: Tue May 24, 2005 12:41 am
by reiter
micha,
....you mean puzzling in photoshop with two different renderings??
=> double rendering times and i don't believe you'll get one satisfying result...
eric,
this is from anouncements/rhinoll update...
-Texture Maps supported for all materials.
Does anybody know (and could explain to us) how exactly it works??
reiter
Posted: Tue May 24, 2005 1:12 am
by Thomas An.
Goto the menu-->Render-->Current renderer and select Rhino Render
Try to play with textures...
Now, once you see how RhinoRender works, Rhinoll gives you the exact same level of control at this point. It is as basic as that.
-
Posted: Tue May 24, 2005 10:06 am
by reiter
Ok,
as much as i know now, it works like this, textures can be attached to rhinoll material, but for orientation you have to shift and save your texture in ps.
To change the direction of the wooden floor for example you rearange it in the texture file.... Is there an other way? ...and what about spheres?

Posted: Tue May 24, 2005 10:20 am
by Micha
....you mean puzzling in photoshop with two different renderings??
=> double rendering times and i don't believe you'll get one satisfying result...
Rhinoll allow not to use decals in the moment. So, my trick is a way to do it. And, the additional rendertime of the scene in an white environment without shadows (AIR or Flamingo) is very very fast compared to the Maxwell time. For example, it need some seconds to render my example with the darktree texture. Better so, as nothing.

Posted: Tue May 24, 2005 11:25 am
by reiter
Micha,
only rhino/rhinoll/maxwell ..... (and ps for the texture of course)
ok, it's not the great succes, but a view..
i don't know how to apply decals in rhinoll, but for flamingo the usual use is for tags for ex. ....what do you think?
reiter
Posted: Tue May 24, 2005 1:29 pm
by NicoR44
Hi all,
I have been watching this post and here is a small example of using textures :

Posted: Tue May 24, 2005 2:23 pm
by Micha
Hi Reiter,
my trick is good for the use of procedural textures and decals from other Rhino render engines.
I know, simple textures and in photoshop pretiled textures are not the problem. Maybe, I don't understand right your example. The first question in this thread was for "decals".
Posted: Wed May 25, 2005 1:48 am
by reiter
Micha,
for decals, other than rectangular or for transparent mapping i think you are right (as didn't find way by trying...) Simple ones can be handled as textures..
NicoR44,
great, how did you manage this? in rhinoll?
reiter
Posted: Wed May 25, 2005 7:58 am
by NicoR44
Hi Reiter,
Yes it works almost like in flamingo; I have scanned the print using a flatbed scanner and trimmed the image in paint shop, and than assign the image as a color map in rhinolls material editor.
Just make sure that the surface must be of the same size as the image that you use.
For example I have a surface of 250/80 than my image texture has to be 250 by 80 pixels or 2500 by 800 pixels it depends on the detail you want to have in your render.
Nico.
Posted: Wed May 25, 2005 7:28 pm
by NicoR44
Hi Vincent,
I will have to try that one, I know that you can apply a texture to a surface and than cut it out.
But i don't know how far you can go, I mean how complicated can the cutout be whitout error.
I will try this and let you know the result.
Nico.