Hi everyone,
I have this cromwell castle I modelled in rhino. Does anyone have any or know of any good textures for this? And what is the best way for me to render this castle?
Cromwell Castle.3dm (3.5 MB)
Hi everyone,
I have this cromwell castle I modelled in rhino. Does anyone have any or know of any good textures for this? And what is the best way for me to render this castle?
Cromwell Castle.3dm (3.5 MB)
You are getting that pixelation because your castle is only 12mm tall. Change your units from mm to metres and reapply the material to see more realistic blocks. I fear you will be disappointed in your chosen material though - it has a very obvious repeat pattern that will leave your castle looking like it’s wearing a tweed suit.
There are some great resources on materials, material mapping and rendering generally at Rhino - Learn to use Rhino. Look particularly at Brian James’ video on material mapping.
HTH
Jeremy
Hi @Viya ,
Use the ExtractSrf command to extract and then the Join command to join the exterior wall surfaces for the tower. Next, in the Materials panel, you can import from the material library > Architectural > Wall > Stone… I chose Stonewall Big here. Assign this material to your joined outer tower wall polysrf. Then go to the Properties panel and remove WCS mapping from all textures in the assigned material and then set up Cylindrical mapping using Enter multiple times to accept the defaults of bounding box etc.
Go back to the Materials panel and set the thumbnails to Tree mode. Drop down the texture list under the Stonewall material and Shift select both color and bump. In the Mapping section you can then change the repeat in both directions of the cylindrical mapping widget.
You have some overlapping extra surfaces you probably want to delete or remodel and you might want to also join in the little bits that stick out from the wall or map them separately. That’s essentially the workflow though and I hope that helps.
Your spikey example above is probably a material with a displacement map enabled. I bet the base render mesh didn’t have enough vertices and the distance setting was too great. If you gave that polysrf a custom render mesh like this…
You’ll get a better result but you’ll also need to lessen that distance which is controlled in the material you used. Displacements will use the mapping set for the objects as well but keep in mind that if you want to keep the edges of the model together you’d have to have it all joined with custom UVs established. That’s more work than the cylindrical mapping workflow here which allows you to extract and join regions for separate primitive mappings. If you aren’t rendering really close up, you’re probably fine to just use a bump map and you can disable the displacement/height map in the material.
I hope that helps.
I’d also recommend getting something like PixPlant that allows you to create your own tilable PBR textures. You have to have a pretty good photograph to begin with. But after that you can easily change the scale of the texture and fine tune all of the bumps, reflectsions, etc.