I believe you did an Unwrap but didn’t select any seams to separate the cube into a flat UV island. You will need to Unwrap again as shown in the video below. You can then adjust the UV island with it’s control points or the other tools in the UVeditor.
Thank you very much. for simple subjects it will be very easy now, thanks to your advice. if I can bother you. any way for this bed model? here it is not possible to clearly specify the shape of the surface as was the case with the cube. THANK YOU Minotti_Spancer_bed.3dm (8.2 MB)
For something like this model, your fastest mapping workflow will be to use WCS box mapping which is the default for textures in Rhino’s library materials. Alternately, you could assign each object it’s own box mapping method if you wanted finer control over the texture scale. If you do it that way, make sure to change the texture in the material to Mapping Channel instead of WCS.
Dear Brian, many thanks. the mapping using cube mode bringt me some time any complication in details in the corners etc., but is 100% the easys way and with small postproduction in PS ready for finaly. THANK YOU. have a nice time. thanks for help.
kind regards
pavel
Thank you for this addition. You mention bake is no longer necessary. I was using Bake for a workflow where I could say Planar map a Cylinder then bake it and unroll it and print the cylinder. The tools you have added are great, though they seem more meant for visualization and less for fabrication. See below example
Do you have a recommended workflow with this for unrolling an image that has been mapped for fabrication purposes? The above in the past has been unreliable and required a lot of steps.
You can still ‘bake’ texture mapping into a new image texture with the “Bake” command. If I’m understanding your intended workflow correctly, apply your planar mapping > run Bake on the cylinder to save a new image texture > this will automatically create a new material with that new texture and apply it > run UnrollSrf on the cylinder and make sure to enable “Keep Properties”.
That should be the same steps mentioned above… ExtractUVMesh > Export > pick SVG format. I suppose you could also use DupBorder on the extracted UV islands instead and export those polylines as SVG too. Post a 3dm with only the objects in question in a new thread if you need more help.
Hi Brian thank you for your replay. I would like to explain you better my goal, I need to texturize a truncated cone, I am not interested to the circolar surfaces at the top and the bottom of the solid but only the surface around it. I am using the UV Editor with an unwrap method “conformal” or “as rigid as possible” to avoid the texture scretching. I also need to align the two sides that join at the vertical seam with a pattern that I will design in Adobe Illustrator. After the texturing I must need to roteate the truncated cone without seeing the cut. To do this, I absolutely need to have a VECTOR UV map in Illustrator because the raster version does not allow me to be extremely precise because I have pixels and not a vector segments. This is the main goal of my job. Is this possible in Rhinoceros? If yes could I have please a step by step guide? If you need more informations about it feel free to contact me.
Make a new post on the forum. In that post supply a simple example 3dm file with your object, an assigned material with a texture map and screenshots showing what your mapping looks like now as well as what you want it to look like.
I don’t see the mapping object in my Material or a way to change the material type to Bitmap from Physically based after getting the material from the library, so I can’t figure out how to change the mapping channel.
Your example
Did you select a component (face) instead of the whole object? In that case, the mapping icon won’t show up in the properties panel.
In case this wasn’t clear: a Bitmap is a texture, not a material. Textures are placed into any slot (color, bump, transparency, …) of a material, as a ‘child’.
A tip:
In the Materials panel, switch to ‘Tree’ mode, then you can see materials and their textures in an easy-to-access fashion: