Texture Mapping Newbie Question (Revolved Surface)

Hi everyone,

I can’t seem to find an answer to this but I imagine it’s a pretty introductory level question? Hopefully.

I have a revolved surface (roof) in which I need a texture (shingles) to all be oriented consistently in the direction of the revolve and due to a lack of experience ever editing UVs in Rhino (I know, I know) I’m stuck and needing to be guided in the right direction.

Overall Roof:

Current Texture alignments (Mapping Type: Surface):

Desired Outcome:

Thanks for any leads!

Hi Michael - what I’d do here I think is make a second revolve - it can be planar as in my file or more conforming to the roof shape but with even UV distribution. Use this object as the custom mapping to apply to the roof -

Mapping.3dm (991.7 KB)

Is that what you are shooting for? Once the mapping is applied the custom object can be hidden or even deleted.


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Try to “unwrap” (just type unwrap) and select just the seam of the srf.
IF it is oriented correctly you are done, if not you need to rotate in the “UVeditor” your meshes.
I hope this helps / I hope I understood what you want =D
my best,

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you could also explode and either use dir → swapuv on whichever surfaces need it, or use uvw rotation (and maybe scale & offset, depending if you need it) in obj props → texture mapping (while keeping the default “surface” mapping type)

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I am not sure that will survive rejoining - worth a shot though.


it will not

Thanks for the suggestion!

The texture file I am using is a square format so it’s not the donut shape the the unwrapped surfaces would yield so in this case I don’t think this is what I am after.


Thanks Pascal, this did it!


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Thanks for the suggestion!

This was where I started, exploding to get each surface and I was going to manually rotate the UVW space for each as needed but when I updated the rotation values in the UVW modifiers nothing changed and I equated it to a user error or Rhino WIP bug and moved on

nice trick :wink:
of course, in my suggestion you needed to unroll the curved unwrapped mesh… this is faster :wink:
thanks for sharing @pascal ! :sunglasses: