Map an image onto a mesh

OK. I’m not sure of all the terminology I’m using so please be patient with me. However. if you can imagine this: I am designing a logo for the front of a swimming cap. I downloaded a 3d head from an online source and sliced off the portion of the head that would be below the swim cap. So essentially I now have a 3D cap. I drew a logo (with a pen), and imported the image using picture frame. Now for the mapping (is mapping the correct term?) of the image onto the cap: I went into object properties, selected the materials tab, checked the texture box and chose my image (map file). The result is that I get thousands of images, each within one of the thousands of meshes that make up the cap. SO: is there a way to get a single image onto the cap (mesh)?

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I think what you are really wanting is the Decal command. That command is not yet available for mac rhino. You can find the discussion for it HERE and MR-2045

The RDK is needs to written in order for the Decal command to happen.

As kind of a hack you can set the material to with a tiling value to 1. Apply that material to a plane that matches the size of your logo and curvature of your object and move that plane to where you want to place your logo. Its not the best situation but it works.

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Thank you. When I do this the “logo” gets all distorted perhaps because the surface is make of complex curves. Also, I have trouble controlling where the artwork (logo) will fall on the plane that matches the curvature of the object even when the tiling is U:1 V:1. See attached.

Try the MakeUniformUV command and see if that helps.

Thanks Jason. MakeUniformUV doesnt change anything. It appears that the Map recognizes the entire cap (top of head) and not the small portion that I split from it. I say this because when I pick the small portion, the whole head get highlighted, even when its not there. This would explain why the logo is so large and not why it exceeds the bondaries of the small split piece. IMage 1 is the highlighted surface that is split from the whole. Image 2 is what shows up when I use the MakeUniformUV command.

Thanks Jason. MakeUniformUV doesn’t change anything. It appears that the Map recognizes the entire cap (top of head) as the surface to apply to and not the small portion that I split from it. I say this because when I pick the small portion, the whole head get highlighted, even when its not there. This would explain why the logo is so large and not why it exceeds the boundaries of the small split piece. Image 1 is the highlighted surface that is split from the whole. Image 2 is what shows up when I use the MakeUniformUV command.

On Jan 21, 2016, at 11:56 PM, Jason Bartley steve@mcneel.com wrote:

jason http://discourse.mcneel.com/users/jason
January 22
Try the MakeUniformUV http://docs.mcneel.com/rhino/5/help/en-us/commands/makeuniform.htm command and see if that helps.

Visit Topic http://discourse.mcneel.com/t/map-an-image-onto-a-mesh/28582/5 or reply to this email to respond.

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pregan http://discourse.mcneel.com/users/pregan
January 22
Thank you. When I do this the “logo” gets all distorted perhaps because the surface is make of complex curves. Also, I have trouble controlling where the artwork (logo) will fall on the plane that matches the curvature of the object even when the tiling is U:1 V:1. See attached.

http://discourse.mcneel.com/uploads/default/original/3X/3/4/3440a7d0e2e58335af25bd7aebd66c71ca503740.jpg
Visit Topic http://discourse.mcneel.com/t/map-an-image-onto-a-mesh/28582/5 or reply to this email to respond.

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What you need is define new UV coordinates. Select the object, and go to the “Texture Mapping” under “Properties”

Then, you can define any planar, cylindrical or spherical projection. Any of the three can work, provided you properly position it.

In your case, I would choose a cylindrical projection. Select “BoundingBox” and “World” for positioning the cylinder automatically around your object.

Now go to the material options, and open the texture image properties. Check “Decal”

Go back to the Texture Mapping properties. Increase U and V repeat values : Set for instance U repeat to 4 and V repeat to 2. This will affect the size and aspect ratio of your logo.

Then change the U and V offset values to position your logo where you want.

Example tested: