How to texture e.g. a dice?

Dear all,

I want to assign an unwrapped 2D texture to a 3D object as single material. A simple example would be a dice showing its 6 different faces. How can I do this with a single texture map without exploding the geometry of the cube into 6 planes?

So what I want to achieve is

  1. create a texture for a dice
  2. create a material from that texture
  3. assign this material to a cube
    -> the cube has now textured each face individually

Tweaking with the texture mapping alone seems not do the trick, so I wonder if the texture image must have a certain layout?

I’m on Rhino 5, but I guess Rhino 6 does not differ for this case.

thanks
Cyana

Hi Cyana - I guess what you are after is the unwrapper tool - Unwrap and then the UVEditor. I don’t know how complex the die model is but for a simple cube, in Unwrap you’d set the seams as all edges,
and then run UVEditor which will show you the layout of the faces. If you have a texture map with the dot patterns already in place, you can line up the mesh faces in the UV editor with the dots:

image

Mapping_Die.3dm (208.9 KB)

-Pascal

1 Like

Hi Pascal,

thank you for your reply. I’m in fear I still don’t get it:


I’ve unwrapped the cube, and designed a texture accordingly, as you can see by the assigned material to the plane. However, when I assign same material to the cube, it’s a mess regardless how I tweak with the map editor. Or is UVEditor something different?

thank you
Cyana

Hi Cyana - the UVEditor is something different - run that command to see.

-Pascal

Do I have to run the UVEditor on the unwrapped plane or on the cube? First one draws a rectangle into the plane, latter two polygons into the cube:


And what do I have to do next?
‘Unwrap’ does not work for me BTW, but I guess it should be ‘Abwickelbare Flächen Abwickeln’
Sorry if my questions are stupid but the paradigm is total alien to me
Thanks
Cyana

Thanks for your upload!
I’ll play with it although I still have not yet found out how you created the texture.

Hi Cyana - the actual image I just made, real quick, in an image editor - once that was brought in as a texture and added to the material, it follows along as expected with Unwrap and UVEdit

-Pascal

Finally!!


My problems with your instructions were the mix of the localized Rhino version I’m using and the coincidence of both working commands UVEditor and _UVEditor. Since Unwrap was an unknown command, I used the German equivalent of _UnrollSrf from the Area menu, that of course led to nowhere in this case. After two days of googling, guessing, cursing, fortune telling and investigating I found out that I have to use _Unwrap, a command that turns out to be documented nowhere aside from a side note in an article about the UVcWrap plugin for Rhino 4 at McNeelWiki :smile:

Thanks for your help, I never would have made it without your advice!
Cyana

This is indeed documented in the Help in both V5 and V6…

Anyway, I am glad you got it sorted out…

-Pascal

At least not in the German version

But one final question please - how do I get rid of the texture planes so that only the textured objects remain? When I try to delete them I get an error saying that it’s not possible.

thanks
Cyana

Hi Cyana - in the UVeditor, click on ‘Apply’ to dismiss the dialog and remove the flattened meshes - is that what you mean?

-Pascal

Hi Pascal,

thank you for your patience. I cannot find the dialog you show. When I try to open the UVeditor for the object, Rhino won’t let me do it. So I guess it must be something different, even when I open the UVEditor for a new object, this dialog does not show up.

Thanks
Cyana

Hi Cyana - if you have panels docked on the side - Properties, Layers and so on, the UVEditor panel seems to want to open to the right of these - all the way against the right edge of the Rhino window, it is not floating…

-Pascal

Ahhhh! Got it, thank you so much! I’m working with 2 monitors and the properties panel is on the left one, while the dialog appeared unnoticed by little me on the right one.

Thanks again for your great help!
Cyana

Ciao Pascal,

How did you stack your panels in that way?

Hello - I did not do anything special - if you crunch the panels area narrow enough, eventually they pile up like that.

-Pascal

Ah - I see that now. Once you have 11, you get the text callout.

Below example has it out wide. So oddly having it narrower is much nicer and more readable. But then isn’t so usable (e.g. Materials or Textures Panels). Just curious as I’d never seen it that way. Maybe it’s a screen resolution thing/dependent on how many panels go in.