Hi.
Maybe I’m wrong, but why does the orientation of the texture change after having fillet an object.
The three objects are the same duplicate and then made the fillet.
I think this is becasue the default mapping type in Box Mapping WCS.
But the Physically Based materials set the default Mapping to Mapping Channel 1. ANd the results are less predictable. Yet, If I set mapping to Box WCS with physically based material, then the results are predictable:
Hi.
Thanks for the reply and clarifications.
I did some tests to try and understand the new features of Rhino 7 and I really like it.
The result looks great.
This should be done professionally, by someone who has the know-how, time, expertise and availability to do this work properly. This also includes getting the system’s features developed correctly so this work can be done right.
Having things done this way is not a freebie, it’s not a quick job, and it’s not cheap, but it’s usually a wise investment.
You could do this yourself too of course, or you guys could do it together. He also seems to me the only one that has both experience and willingness to put up with Raytrace/Cycles. So McNeel could have a really good chance here to have experienced designer/s to design the system, and then work with their own experienced developers to develop those designs/requests.
I’ve said this before and I’ll say it again: It’s time you guys stop relying on amateur, improvisational, side-project, divided-attention, and volunteer work for Important parts of your own development. McNeel has a proven 20 year track record that this approach has continuously failed miserably, on repeated attempts, when it comes to rendering and visualization. And I see the same behaviors and approach still taking place.
Like Einstein once said: The definition of insanity for him is doing the same thing over and over again and expecting different results from it.
It is not a bug, but rather an unfortunate side-effect of mesh structure of Rhino. Hard edges like your Box generate unwelded mesh geometry. Since these edges are not welded a displacement texture will cause these gaps. To get around it you can extract the render mesh with _ExtractRenderMesh, then select and weld the hard edges. For this type of geometry though it is probably better to go with bump or normal maps.
I´ve been searching for a while now and maybe I´m just dumb or my cookies are already taking the wrong preferences but is there anything explaining the Rhino 7 PBR tabs one by one in some comprehensible manner?
“Thanks! I found exactly what I was looking for by googling the exact same thing I googled for the past hour.” - a fitting response to your joke I´d suppose? That´s what I get for working on sunday…
*I´m editing this in case you actually had a good intention because I still have faith in the Rhino comunity. This is what I get when I click your link. As you can see there´s nothing relevant to the question I posted. Could you mabe provide a direct link if you actually have one?