I had an old material (metal mesh) applied to a surface with a mapping that I don’t recall how it was done (first from the left). But it achieved that no matter how I rotated the surface the mapping was always normal to the surface.
I was able to reproduce this in a physically based material to be able to raytraced it (second from the left).
I then wanted to apply “perforation” to a metal material. But, even before applying the “perforation”, a strange thing happens with this material (third from the left). When applied to the original surfaces, it renders black. However, when applied to a new surface(see sphere and top surface), or when the mapping is removed from this surface (fourth from the left), it renders properly .
It must have to do with the map but I have no idea, what is going on.
I don’t know why yet, but for the two surfaces that Raytrace black add a surface mapping as well. The texture will still be using the OCS mapping, maybe a logic error somewhere in handling the mappings. At the moment I don’t see yet where or how because the surfaces to the left work just fine.
Right, that might make sense and why adding surface mapping helps, but I’d have to deep into the code to exactly see how the tangents are set up for anisotropy.
edit: indeed it looks like that. Since no texture mapping channel exists there is no uv-data being sent to Cycles. OCS mapping isn’t a (uv) texture mapping channel per se, with just that added it overrides any texture mapping channels in Rhino and so RhinoCycles currently doesn’t check for that and asks for surface mapping itself automatically.
edit2: RH-85008 No UV map when only OCS mapping added to object
For my purposes, right now, I can live without the anisotropy on the mesh. But maybe something keep an eye on.
While on this model, I noticed that:
. the bump has very little effect, is that correct?
. the displacement texture seems not to tile, is that correct?
yes, I was playing with that after sending the file. I noticed that the displacement doesn’t work as I expected it (maybe I had wrong expectations).
Here’s an example. a material with a checkered texture color, and the same texture a displacement. I expected the black squares to be displaced and the white squares to remain in place, similar to when the same texture is in the opacity. (file at the end)
[Note also that when you change displacement most times you need to exit raytraced display mode and return to see the effect. it does not update in real time]
The noise bump map,was a way I found to add a bit “noisy shimmering” to the surface reflections. Less noticeable on the flat, more on curved surfaces. There’s probably easier ways.
below the one on the right does not have the noisy bump map.