Textures break after editing

Hello,

I’m using iRhino3D to scan objects, it works great also flipping the object and making a solid model works outstanding, of course the level of detail is moderate. However there is one issue, after editing the object (removing supports) the texture doesn’t map properly on the object. Is there a way to fix this issue? I’m using Rhino 8.

Thanks,
Gerrit


Hi @DMR ,

Post a 3dm file with the mesh before and after the mapping issue. Explain the steps you take in between as well please and I’ll take a look.

Hi @DMR ,

I see two issues with your files that may explain your intermittent loss of the proper texture mapping. Below are the two meshes represented in the three files you shared.


The top mesh in the first file “ODM7_283” doesn’t have any UVs and has the wrong material applied to it. In the third file “ODM7_VNR283B” this mesh does have UVs but still has the wrong material with the other texture map applied to it. I applied the material “Texture (2)” to the version of that mesh with UVs and it looks as shown. I then used MeshSplit to remove what I believe is the ‘support’ and the mapping survived. Attached is the 3dm with both meshes.

I hope that helps.

ODM7_283_bj.3dm (11.9 MB)

Thanks for pointing me to the UVs! It definitely helps. I still don’t fully understand what the model causes to loose the UVs and how I could re-apply them in my combined models. What I see now is that if I use the DeleteFaces command, the UVs are deleted too. I will try and figure out how to use the MeshSplit. However, I already edited a lot of individual objects using the DeleteFaces command, and annotated my scans after. Is there any way to restore the UVs without having to re-annotate all my objects?

Cheers,

Not that I know of.

I learned a lot, thank you so much for your help! I have to redo some scans, but that’s the learning curve!

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