I am trying to doing a similar thing in grasshopper. Human is the closest thing I can find with texture mapping but they are all for meshes, I would like to retain the surface geometry and bake surfaces with new UVs so the textures are all uniform sizes.
Ideal workflow :
- input all surfaces into grasshopper
- Get the normals of all surfaces and add a plane to all surfaces
- Extrude these planes into boxes (equal sides) the size of these boxes would determine the size of the texture to be box mapped across the corresponding surfaces
- Apply box mapping using the 3pt cplane of all the surfaces corresponding boxes
- Bake the newly boxed mapped surfaces using their individual cplanes
If we apply a checker texture to all the baked surfaces they will all be uniform in size no matter where the planar surfaces face in 3D space
I have run the same sequence with the desired outcome using the human texture inputs in grasshopper, but the only thing is I have to convert the surfaces to meshes and therefore have to bake out meshes. Is there a way to do this with surfaces?
*assume all surfaces are planar. I understand that organic shapes have to be unwrapped. The point of this is to automate a better starting point for neat uniformly scales textures. Typically the uv are all surfaces mapped and have to be individually manually tweaked
Thanks for your time,