| Packaging textures to UV from Rhino 3D [message #9118] Wed, 20 January 2010 13:20 UTC |
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Hi
In rhino, being NURBS modeler, we work with textures using projections. Does anyone know a good way, inside or ouside of rhino, to pack these projections as UV textures written directly on the mesh?
This to be able to order the new Sandstone colored material,.
Can it be done by exporting the render mesh using some renderer or similar?
Best regards,.
- Björn
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| Re: Packaging textures to UV from Rhino 3D [message #9131 is a reply to message #9120 ] Thu, 21 January 2010 10:25 UTC |
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Hey, that's pretty cool!
However,. that would mean I'd have to re-texture everything. It would be great if I could use my allready set-up projections and then just "draw" that information on each polygon.
am I thinking about this right? I've never worked with UV-texturing,.
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| Re: Packaging textures to UV from Rhino 3D [message #9133 is a reply to message #9131 ] Thu, 21 January 2010 16:06 UTC |
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Yes you can, in the material dialog you can add a texture and export it as a VRML file but not to individual surfaces, for that you need uv unwrapping software. This is a classic Rhino downfall.
Cheers
V
www.dotsan.com
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| Re: Packaging textures to UV from Rhino 3D [message #9152 is a reply to message #9133 ] Fri, 22 January 2010 12:30 UTC |
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Sorry, I'm not sure I understand. Are you saying, I can use projections and lay out the textures as I want them, and then export that very appearance as a VRML?
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| Re: Packaging textures to UV from Rhino 3D [message #9153 is a reply to message #9152 ] Fri, 22 January 2010 13:30 UTC |
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You can use surface, planer, cylinder and box wrapping for the whole water tight model, but you are not able to do individule face mapping.
V
www.dotsan.com
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| Re: Packaging textures to UV from Rhino 3D [message #9154 is a reply to message #9153 ] Fri, 22 January 2010 13:33 UTC |
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Ah!
Well, that's a great advantage though! I was under the impression that no texture projections whatsoever could be transferred to polygon/VRML-format..
But you're saying that if I want to properly texture, let's say, a human face, I would have to UV-unwrap and paint that map specifically in photoshop on a per-vertex-basis yes?
Thanks for the info!
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| Re: Packaging textures to UV from Rhino 3D [message #9158 is a reply to message #9157 ] Fri, 22 January 2010 19:14 UTC |
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Hi again,.
I've now tried this, and I can't get it to work. This is my workflow:
1. In the material tab in Object Properties,. I choose "Basic" and then add a texture.
2. I adjust the placement with Texture Mapping
3. I choose the object and export as VRML 2.0, and I've tried checking both "Texture Coordinates" and "Vertex colors" in the export dialog,. but when I open the .wrl-filen in rhino again, and check it in Rendered view - there is not texture,.
Am I missing something?
- Björn
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| Re: Packaging textures to UV from Rhino 3D [message #9159 is a reply to message #9118 ] Fri, 22 January 2010 20:19 UTC |
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Try this, Right click the .wrl and hit open with notepad. See if the file contains a line that says texture gettexture. If not your having the same problem I have.
The Mad Moder
michael@shapeways.com
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| Re: Packaging textures to UV from Rhino 3D [message #9161 is a reply to message #9159 ] Fri, 22 January 2010 21:16 UTC |
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There was no line saying exactly that, however there was a line saying:
texture ImageTexture {
url [ "RO2 R90CW.jpg" ]
repeatS FALSE
repeatT FALSE
}
I then realized that texture was not in the same folder as the .wrl which the url suggests. So I moved the image file there, and the texture showed up in Rhino!
However, how can I transfer this information to shapeways? Do I have to upload the texture file aswell?
Regards,
- Björn
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| Re: Packaging textures to UV from Rhino 3D [message #9165 is a reply to message #9161 ] Sat, 23 January 2010 00:11 UTC |
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Hi, zip the vrml and texture file together and upload the zip file.
V
www.dotsan.com
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Re: Packaging textures to UV from Rhino 3D [message #9182 is a reply to message #9165 ] Sat, 23 January 2010 22:02 UTC |
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Thanks! I missed that part in the instructions
I'll let you know how it goes,.
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| Re: Packaging textures to UV from Rhino 3D [message #9797 is a reply to message #9157 ] Wed, 10 February 2010 09:29 UTC |
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Hey there,
I was reading your posts trying to figure this out myself. What program do you use to UV-unwrap for your Rhino models? I've done this in Maya before, but never in Rhino. It's a pain in the behind.
Any help would be appreciated.
~ Christina
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| Re: Packaging textures to UV from Rhino 3D [message #9813 is a reply to message #9797 ] Wed, 10 February 2010 14:59 UTC |
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Hi I use Blender to creat UV maps, I export an obj file from Rhino.
regards
V
www.dotsan.com
[Updated on: Wed, 10 February 2010 15:00 UTC] www.dotsan.com
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| Re: Packaging textures to UV from Rhino 3D [message #9819 is a reply to message #9813 ] Wed, 10 February 2010 19:13 UTC |
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Thanks V. That helps a lot, I was hoping to not have to download anything that wasn't legit, and that's the perfect solution.
Your hoodie dudes are pretty cool btw.
~ Christina
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| Re: Packaging textures to UV from Rhino 3D [message #11036 is a reply to message #9813 ] Mon, 22 March 2010 22:40 UTC |
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Hi V,
If you could give your two cents on another post of mine under color printing that would be great. I'm having problems with getting everything manifold within blender. Perhaps my work flow is just completely wrong?
| moonshadows80 wrote on Mon, 22 March 2010 21:46 | Thanks a ton for that. I did get the texture to appear to be working correctly, but am now getting a non-manifold error. I know how to fix that for STL files but clueless how to fix those in VRML / in blender.
Pretty much my workflow is like this:
Create the model in Rhino ---> export as a 3dm file ---> import into blender ---> do all the uv mapping stuff ---> export as VRML with texture
I tried importing my file as an STL into blender with the manifold fixes completed, but then unwrapping just creates a mess of shapes that aren't even connected into surfaces.
I'm at a loss, so close but yet so far to being able to print in color.
Any help would be appreciated.
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| Re: Packaging textures to UV from Rhino 3D [message #26332 is a reply to message #9120 ] Thu, 21 April 2011 22:48 UTC |
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Hello, VirtualV.
I could really use some help, if it isn't too much of a bother. I have an idea I would like to try out at Shapeways. I have made the first two models I want in Rhino 3D version 4, and I have some others in mind. The models I want to test are 1.988 x 1.988 x 0.2509 cm inside Rhino, but they came out as 1988.05 x 1988.05 x 250.92 cm when I exported them and uploaded to Shapeways. I was able to reduce them to the correct size, but the detail was horrible. Could you tell me what units you model with in Rhino, and what format you export them with? I saw your posts about using Blender to handle the colors, but I have only just downloaded Blender today. Any help on what you do to get the color maps done in Blender and what steps are needed to get that into a format Shapeways can use would be greatly appreciated. I want to use the full-color sandstone material. Your hoodie figures look great. That amount of detail at that size is just what I'm aiming for.
Thanks,
Robert V Frazier
[Updated on: Thu, 21 April 2011 22:49 UTC]
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| Re: Packaging textures to UV from Rhino 3D [message #26345 is a reply to message #26332 ] Fri, 22 April 2011 05:22 UTC |
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| Robert_V_Frazier wrote on Thu, 21 April 2011 22:48 | The models I want to test are 1.988 x 1.988 x 0.2509 cm inside Rhino, but they came out as 1988.05 x 1988.05 x 250.92 cm when I exported them and uploaded to Shapeways.
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Sounds like the VRML mm issue. Suggest to read this.
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| Re: Packaging textures to UV from Rhino 3D [message #26367 is a reply to message #26345 ] Fri, 22 April 2011 14:18 UTC |
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Thank you! I've been looking for information about how to scale the models without wrecking the quality. I tested the procedure you linked to, and that did the trick!
You saved my sanity there. Thanks again.
Robert V Frazier
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