Rhino texture mapping

Hey guys,

What exactly is a .rtex file format and why can’t I edit it in Rhino? There doesn’t seem to be any clear way to edit this file as it only is readable/appears in the “Texture” tab. My only mapping options are “offset” “repeat” and “rotate”. I have no idea how to shrink or scale this filetype. It also does not map properly in my scene. If I select “box map” from the options list the texture appears flat from every single perspective angle when observing it. The texture will not be read or updated in the “Properties>Texture Mapping” tab. How do I get this to work? What use is the .rtex file if I can’t change anything about it? Also if I add the file to my “Properties>Material” window, it changes to a default material color which makes doing this irrelevant.
Thanks

Parker

Hi Parker - you can import an rtex file into the current document as a texture as you’ve found - what you can do with it depends on the texture - can you post an example?

-Pascal

Hi Pascal,

Here is an image of the .rtex texture in my model. You can see the grain texture is going random directions but when I edited the XYZ rotation it made no effect on the texture mapping. There is absolutely no control of it as far as I can tell. I don’t know what to do.

Hello - I was hoping for an rtex file, but, in any case - look here

image

for the texture and its settings, the page you show if the object mapping.

-Pascal

Here’s how the settings look to me in the Texture tab. The box map does some extremely weird stuff…

Hello - probably you want that set to something other than an environment map - try ‘mapping channel1’ for starters, but ‘box style wcs’ is probably best, then you can set a consistent size.

-Pascal

Here it goes with box style WCS

And Mapping Channel 1


All the textures are still facing random directions.

Can I somehow convert the .rtex file into a format that is easier to use? This system doesn’t seem to be working for me very well. All I need is an editable texture so I can rotate it 90 degrees and play with the vertical scale a bit.

When you set your texture to a mapping channel you will have to ensure your objects have similar texture mappings.