Hi Nathan,
Yes, that looks promising, but it needs to be a per-object mapping technique instead of a material-property. The trick is: we need to apply the same material to many objects, without becoming lost in material-menu instances nonsense.
If that indeed is the same kind of NURB H/V, technique, the user could make a surface with say 8x8 nodes, and really twist and distort it, and while the mapping would get distorted, it would not fail, like without going off into a situation where we are looking at the thin edge of the mapping, like accidentally rotating the x/y/z in the current mapping techniques.
The user should be able to select a surface, apply a material, select the number of copies on it–all in perhaps 5-10 seconds.
Additional use cases for NURBs H/V-Mapping include: applying a material on a curved sidewalk for landscaping people. The user applies the material and changes the mapping to fit 1 x 8 copies, and they are done. No twittling buttons to align anything. Additional cases include, drapes in buildings, carbon-fiber weave on car parts, applying wood grain to carved handrail. It also is great because Rhino can use arbitrarily-sized materials.
[There was a complimentary capping feature, which generally mapped as untrimmed surface, which is fairly like the Rhino Capped Cylinder Mapping. ]
As for the other mapping features…
Apply Material-Copies or Fit to Rectangular Surface:
Because many things in architecture are rectangle such as doors, windows, decorations such as pictures, it’s handy to be able to select a surface, apply a material to it, and tell it either: how many repeats, or the ability to stretch to fit. This ends up working a little like decals, it’s quicker, but it only works from the edges of the surface. In Rhino, there is nothing other than NURBs, so this is more of the same, but its uses here would be for rectangular objects.
You select a surface, apply out a material, then set the mapping to either Fit, or Fit Number of Copies for H and V. This works good for placing pictures on walls, or signs, labels on boxes for advertising. The mapping feature ends up working like Array/ArrayLinear but with materials instead of geometry. Perhaps there are GUI interpretations, I have not considered.
Linear Resizing Keeping Material Scaling:
As far as the linear thing, it would work with the 1D resize/rescale. For the example, the user set the scale just like they like, but if they want to resize the object, the 1D scale would add/spool-out/issue more material as the object is lengthened, or remove it as it’s shortened, something like the absolute box scaling, but per object.
It would seem that the Scale1D would could be modified to read the original mapping, and recalculate the mapping after a resize, and then reapply it. In most cases it would advantageous if the material mapping was recalculated in a way that is non-integer as far as the material copies. In other words, if you put woodgrain on something, and make it a little larger, you likely wouldn’t want a big texture-sized change, just issue out a little more material, as it does in the world-wide box mapping, currently used, but on a local, per-object scale.
Many things in architecture are made but cutting things to length, such as wood, siding, flooring, ceilings ties, paneling, etc.
Replicate Aligned Mapping
It would also be very helpful to be able to copy a material mapping and paste it to several objects, aligned. In other words: if we are putting some nice Victorian wallpaper in our house, it would be nice if we could match it up easily over the door opening. This
[ For extra credit, a randomize-h, or randomize-v buttons are handy, because architecture or not, if you can see material repeats on stairs it’s awful. It likely would help when applying grain other objects that are replicated as well. Alternatively, it would be astounding to be able to grab the material and drag it accordingly. ]
With Rhino 3D wealth of powerful curve and NURBs tools, the addition of lightning-fast material application features such as these will kick the proverbial door open to not only architecture, but cinema, and game-editing*–which are fairly similar in needs.
[AFAIK, Rhino was used in the new Blade Runner. : ) ]
While these may tools seem like simple in theory, (I know, I know, not in implementation), but to do without them is simply unbearable to do without, once you have gotten used to them–especially if you have used them professionally.* ; )
(Thank you for the reply.)
–Brenda