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:
I’ve trying out the new UV Editor tools and it’s so much better than previous generations. However I find it still really a slow workflow particularly at mapping on curving surfaces. It’s really really slow, Every time I unwrap i have to fix all the edges, even with the straightening tools and point anchoring there is no way to Equally Distribute the Vertices and Quad Faces I want. it still really has a lot to cover compared to other softwares like maya, max and blender. If I might make some feature requests - I think these tools should be implemented in Rhino UV Mapping . Here are some features.
Follow Active Quads (Blender) -
Since texture mapping and editing a curving nurbs brep, such as a curving sidewalk, is hard because it all gets converted to triangles and quads when unwrapping. I tend to convert it Quad Meshes or Subd’s so it’s easier only then I Unwrap. Still the problem is properly aligning and equally spacing quads and vertices. This is the Mess I get
when I straighten some edges -
Blender and other software have a feature called follow active quads where it basically aligns all quads, in maya it even has UV distortion minimization. The results are quite good. It’ results in a much more realistic texture look.
Spline Mapping
Spline mapping also produces really great results. Now to my understanding Spline mapping just uses a reference spline that follows the curvature of a complex surface and maps the textures on to it. Maybe it would be possible to use a pipe that has quad meshes and wrap it around a curving geometry? Idk.
I believe implementing these tools would greatly increase the productivity in texturing. Hopefully it can be included.
Hi @BrianJ
Great input from @attheeast18! Another tool I’ve been meaning to ask for (which probably exists in other programs) is to simply select 4 (corner) vertices and have those 4 corners mapped to the four corners of the UV-map and have the edges between those 4 corners straightened in the same go. It’s actually very easily done manually, but it takes way too long, having to first add the 4 vertices, then select the individual sides to straighten them (which can be quite the zoom in/zoom out-hazzle on complicated meshes, since there is no way to limit the selection to naked edges only, and - depending on the welds and general state of the mesh - sometimes dbl.clicking will select either the full circumference or small segments of the edge only ) and then finally position the 4 vertices at 0,0; 1,0; 1,1 and 0,1. Hope it makes sense - if not, I’d be happy to try and describe it in more detail.
TIA, Jakob