easy rendering for Rhino in Windows
I was wondering.
If I use a UV decal on a torus, I find that the decal wraps pretty much completely around the torus and covering most of the surface. This is to be expected. What I'd like to do is apply a UV decal to a curved surface and specify the percentage U and V that the decal projects upon.
This would allow me to pin point the placement and relative size of a decal on an arbitrarily curved surface such as a torus, sphere, thingamabob, etc. The Cyclindrical, planar type of maps don't really do the job. It would be nice to be able to slide it around on that surface as well.
Or am I missing something?
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Permalink Reply by Facundo Miri on January 24, 2011 at 9:11am
Permalink Reply by Al Krever on January 24, 2011 at 9:44am
Permalink Reply by Scott Davidson on January 24, 2011 at 9:43am We are working on more advanced mapping tools in Rhino v5. Flamingo NXt will be able to take advantage of those as time goes on.
Another option in the current version of NXT, which will run in Rhino v4, only can use the straight UV mapping. There is a workaround. determine the area you would like the bitmap to be, then add the appropritate padding space around the image using alpha channel. This will place the bitmap as a decal un UV space. I normally would use some Grid style bitmap to show me the parameter space to place the decal. I have attached AtoZ which works well for this.
Then I can use Photoshop to place the decal in the larger grid bitmap.
Does this make sense?
Permalink Reply by JAMES C BEAVERS on January 28, 2011 at 8:32am © 2013 Created by Scott Davidson.