Exercise 208


There is content on this page that is restricted to members. You must login to view this premium content.
If you are not yet a member, click here to learn about becoming a member.

Texture Mapping on Objects

Introduction:

In this exercise, you will assign texture maps to different object types. You will also work to vary the density of the mapping to change the scale of the material applied.

Part 1:

  • Create a cube, sphere, circle, cone, pyramid and wall shaped rectangle (12’ x 1’ x 8’). Each object should be approximately 4’ x 4’ at the base. The heights of the objects can vary.
  • Place all of the objects on one layer.
  • Load a V-Ray material that has a distinct scale & repetition pattern. I will use a board pattern in lecture to demonstrate texture mapping. Use a texture similar to the one I demonstrate.  (you may need to mount the q: drive to access materials, use V-Ray 8.29 [mounting material resources] to do this.)
  • Assign this material to the layer. Perform a rendering and notice what happens. Save this rendered image to your flash drive.
  • Note: You may need to create another layer to establish an infinite plane without the material assigned (i.e. move the infinite plane to a new layer with no material). You should also check the box for “Show GI” in the Global Switches drawer of the V-Ray Options Editor and set the background color to white in the Environment tab.

Part 2:

  • Assign texture maps to each object individually using the method discussed in lecture. You should preview your work in the “rendered” view (right-click on the name of your view (probably “Perspective”) and select “Rendered”). You may also wish to perform periodic renderings to check your texture mapping. Use the basic primitive texture maps, then on the more advanced objects, try the “Unwrap” mapping.
  • Save a rendered view once you have finished mapping each object. You will post this to the course website by the end of class today.

Part 3

  • Open your bridge (Exercise 206) Using what you just learned, apply texture mapping for a concrete texture to your bridge. Take time to clean up your layers making one primary layer for the bridge and sublayers as necessary for each material. Place your work at 0,0,0. Save your work as a .3dm file. [you should delete any unnecessary layers and/or geometry]
  • Now perform a cage edit (Rhino 5.12 [cage edit]) to raise the back end of the bridge by 3 inches (1:12 slope). Use the File>Save As… command to save another version of the file (this one is a ramp instead of a bridge).
  • Open your glass curtain wall (Exercise 207). Assign texture mapping based on today’s exercise & lecture. Refine your layer structure as necessary.

Part 4:

  • Open a new Rhinoceros model. Use the Edit>Blocks>Insert Block Instance… command (Rhino 5.14) to insert multiple instances of both your bridge and ramp components. Assemble them into a nice composition. You may wish to add supports of your own design where you think they would be necessary.
  • Render your final composition and post your work to the course website by the end of class today. If you have extra time, consider working on your table and chair(s) for Assignment 201.

Downloads: