brycetech opened this issue on Mar 28, 2005 ยท 16 posts
cckens posted Mon, 28 March 2005 at 10:49 AM
BT, Good to see ya in the carrara forums! The AGrooves maps according to whatever mapping mode you use, so anything you do would be placed on the model in that manner. A picture would be helpful, but we can try to work it through without one. In mapping a primative, the AGr map will map according to the AGr shader. If you do a cube and set the shader to cubic front face, only the front face will be mapped. Personally, if I do a brick wall, I usually use an AGr primative plane and just the standard Multi-channel settings. This will displace the plane to the brick work that I need. If I need more brick, I tile the image and tweak it to whatever number I need. Problem with that is that you have to change the resolution of the AGr settings to something higher than the default. That can result in slightly (or MAJOR if it's above 512) higher render times. In a UV mapped model (parametric is usually default, correct me if I'm wrong guys) you can use the UV map as the displacement map. If you are bricking a UV building, say, then you can map the specific walls with just the number of bricks you need. You will, however, have to increase the rez slightly to compensate and get a cleaner displace. I could be totally off-base, and I know it's Monday morning, so the neurons aren't firing fully. If anyone can clarify on what I'm trying to say, I'm easy (going that is). Ken