Hi,
I am a bit baffled by how Rhino5 deals with unpacked textures of polysurfaces and imported UVs in contrast to Rhino 4. Right now I can’t use the same workflow in V5, in fact it seems this special functionality got missing or is buggy.
I’ll try to give an exact explaination of what I mean.the geometry is exemplary.
this is the substructure of the polysurface i am dealing with.
Note the un-shrunk surface tiles.
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv2.jpg
this is the image i am trying to achieve, equally relaxed UVs
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv1.jpg
to do so, after joining the surfaces, i have to unpack texture coordinates, so it doesn’t look like this
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv3.jpg
fine: i get this in V5 after unchecking and "refreshshade"
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv4.jpg
but when I go into texture properties, there are no controls. I wonder why?
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv5.jpg
to access texture parameter i have to add surface mapping, and this breaks things:
not right after applying the surface mapping, but as soon as I tweak any parameter all UVs behave as if all surfaces were shrunk. In fact the old UVs seem to be permanently destroyed at that point if one would do that with eg. an imported OBJ.
On a polysurface, deleting the newly created channel and “refreshshade” bring back correct appearance. Is this a bug? it does not make sense to me, that Uvs are shrunk despite unpacking is enabled!
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv6.jpg
But i wonder generally, why is there no way to access imported mesh UV channel 0 texture parameters, or the channel 0 Uvs on a polysurface, in Rhino 4 it was possible to do this:
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv7.jpg
https://googledrive.com/host/0B3Wn3COE5wCmd09OSnA0RzZSS28/uv8.jpg
is it possible to bring back this behaviour? it would really help with texturing work.
Also imported UV channels are very fragile right now, breaking permanently if the wrong action is performed on them.
thanks for taking a look,
Daniel