Join Dave Schultze for an in-depth discussion in this video Texture mapping materials with bitmap widgets, part of Rhino and V-Ray: Rendering.
In this next video, we continue applying bitmaps, like JPEG's or PNG's, to our materials, but we not focus on controlling their placement. To do this, we'll be using Texture Widgets. First up, a brand new geek word for today, and that is UVW's. So UVW coordinates are just like XYZ coordinates in the real world except they're deformed as needed to follow a deformed surface. An example here is a globe where the U and V's could be called latitude and longitude. So, without these coordinates, Maps would be severely limited in their default placement, as we've seen in prior videos.
Let's take a look at some examples, working our way through simple services to more complicated. So here we have a Texture map which is just a colorful checkerboard applied to a simple square, about the same size. No deformation, no problem. However as we get into surfaces that are rounded in one direction, we get a little bit of stretching. Not a big deal but you can tell you'd have to make adjustments for that. But when you get to surfaces that are curved in two directions, we get stretching and a pinching. So you need to be aware of how maps are applied and which widget to use.
Let's take a look at our first example. I'm going to turn this off and go over to our CRT frame. So here we have a texture map of a puppy which has been distorted. Again, this is default placement so this is where widgets come in very handy. So, I'm going to switch out to all four views. We want to locate these in the view where it's the least distorted, and so that's obviously here from the front view. I'm going to pick the geometry, and then we locate the widgets on the Properties side panel. This is the default selection here for Object, then we have Materials. You can see the name of the material there, but we're interested in texture mapping and this is a list of all the widgets. So we have cylinder, spheres, cubes, we're going to go with planar for this. Now before I place it, I'm going to maximize this front view port by double clicking. Okay up in the command line it's asking me for the corner of this widget. So I'm just going to pick somewhere outside here. You got to be careful, it'll snap accidentally, so I can hit the Alt key to turn off all the oh snaps. So we just want to kind of get it going the right direction and then right-click to accept it one more question up there. And so we've cleaned it up quite a bit, although it's not as good as it could be. Also you might notice that the widget is gone, it's not visible after we drew it disappeared. So we need to go back here and just show the mapping. So there is our widget and what's kind of cool is you can continue to move this and adjust it and the texture map just follows. And one thing I'd like to do is get this widget to be the exact size of the original photo.
And I know from when I cropped it, it was one wide by two tall. So let's go ahead and fix the size of the widget on the same sidebar. And you have size over here. Ours is almost square. I'm going to type in A for the width and then double that because it's extra tall. So now we've got zero distortion. And I continue moving things around. And I get the little puppy framed exactly as needed. One more note, if I were to move this to the side, you'll notice that we get this repeating of the pattern or image.
That's called tiling. So, we don't control that anywhere here. We have to go into the V-Ray material properties. So let's open up the Material Editor. Here is the vertical pup, and you can see his picture applied. Now we're using a diffuse map with a swatch here. Click on the M. So there is the dog. Now if you wanted to have tiling not happen, you could turn it off right here. By default that's on. I know this is a little bit confusing because we're using rhinos widgets to get the maps where we want, but then tiling is controlled inside of V-Ray and kind of buried.
So that's just the way it is. I want to show you where that would be located. Okay, next up let's take a look at some more deformed surfaces. Let's turn off the frame, which is pretty simple. And we're going to look at a cylindrical widgets. Go back to Perspective view by double clicking. I'm going to select this geometry here. And if you remember, the mapping is not visible, so I'm going to turn it on. And here you can see we've used a Planer widget to project the graphic onto a rounded cylinder. So we get the graphic on both sides, goes straight through, and kind of an interesting phenomenon, we get this little smearing.
So you can have some really weird distortions there. We're going to go ahead and use a widget that is perfectly sized for a cylinder shape. So, I'm going to select the cylinder again. We can delete the mapping widget right here. And it's back to default. To have more control though, we want to use a cylindrical, mapping widget. Just asking me for the base of the cylinder. I'm going to make sure my center-snap is on. So I've selected the bottom. going to pick a radius, doesn't matter. It's not too critical. And then I'm just going to snap at the top. It's also asked me if I want to cap it.
So it's opening up there. And this will happen a lot. The U's and V's are assigned almost by default. So you kind of have to see what happens, and then make adjustments. This one is upside down. So, let's go back to our direction tool. Let's see if we can get that fixed. So I believe this is a U-direction and we need to reverse it. Right-click. Let's try it again. Sometimes it takes a few tries. V-reverse, right-click. There we go. So now we have it properly applied. And if we turn the Texture Mapping widget on, we can continue to move that.
Let's show it. And for example, if I want to just use the nudge tool. We can place that anywhere we want. So when you go from simple colors to using texture maps on your materials, you will see a huge improvement in realism. But, unless your geometry is all flat and square, you're going to have to start using the UVW mapping widgets. Fortunately, they're fairly straightforward and very easy to use and change.
- Why use V-Ray?
- Installing DR Spawner
- Understanding 3D terminology
- Activating V-Ray
- Adjusting quality settings
- Get quick previews with the material override
- Understanding lighting types
- Exploring materials in the Material Editor
- Creating your own materials
- Texture mapping materials with bitmaps and procedurals
- Saving time with V-Ray presets
- Getting the right size for your render with output settings
- Working with environment lighting
- Strategies for working with cameras and camera settings
- Ensuring accurate color for your scene with color correction
- Rendering tips and tricks