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Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)

 

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Subject: Question: RDS texture tiling


NathanStiennon ( ) posted Wed, 22 August 2001 at 8:55 PM · edited Mon, 19 August 2024 at 2:54 PM

I'm using RDS to make a brick-and-stone building, and the model has many parts. I decided to use a single tiled stone texture map for all the pillars, windowframes, keystones, etc. Ray Dream allows me to control the total number of tiles in the shader (up to 30), but that means I have to figure out different values for all the objects. Is there a way to specify the size of a tiled texture map, so that I don't have to continue this tedious shader-adjusting? I'd appreciate any advice.


kaom ( ) posted Wed, 22 August 2001 at 11:21 PM

If I'm understanding you question correctly, from what I can remember from my RDS days, you have to set the tiling parameters for each object the same. I don't know of a shortcut, but I could be forgetting something.


AzChip ( ) posted Thu, 23 August 2001 at 10:23 AM

Nathan - Unfortunately, there's no way that I know of to set up a universal scale for tiling a shader. If you have four walls, each one being a seperate object, you're going to have to figure the vertical and horizontal repeat value for each object to result in same-scale bricks or stones. The only work-around I can think of would be to group all the objects that are made of the single shader, export the group as a single object (in a DXF or OBJ or some other format). Then, re-import the object into the RDS scene and apply the shader to the new object; it will apply to all the formerly seperate elements. Of course, if your elements are walls of the building, the 30 by 30 tiling option might be inadequate; you may need to build your texture maps larger. I'm a little foggy this morning (out too late last night), so if this doesn't make any sense, let me know; maybe later I can be clearer later in the day. But I hope it helps. - Dex


velarde ( ) posted Thu, 23 August 2001 at 4:17 PM

Hello: now that we are touching the tiling theme ,I have a question for the forum. I remember that when I was making a new shader in Infini-D (image maps) if you wrote O in the number of tiles you got the infinity symbol ?, meaning that the picture would tile indefinitly in the model (great for infinte planes...) And In Ray Dream and Carrara you can only tile the shader 30 times. Does anybody knows if there's a work around for this? ____ and one more thing... I'm making models in the vertex modeler but I'm getting screwy results with the shading options . What would be the best setting? Cubical, cylindrical, spherical or do I have to go to the UV mapper? I'll post a picture later to show you what I mean... Thanks


NathanStiennon ( ) posted Thu, 23 August 2001 at 8:42 PM

Thanks very much AzChip for the exporting/importing trick. The dfx, 3ds, b3d, and vdu formats worked best for me. It should work well for texturing many objects for a quick in-progress render. Velarde: The way I usually work around RDS's 30-tile limit is to tile my texture map a few times in a 2D draw program, and then use that for a texture map.


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