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Rendy Himawan

Tips and tricks for rendering with wood grain or veneer and displacement control issue.

Hi everyone,

Is there any tricks or tips you can share me about mapping wood bitmap images in vray to have good result in our render scene? Here are some of my issues:

1. About the grain direction. Is there any precise methods on how we should arrange the direction of the grain? Which is better between editing the image direction in vray material editor (also adjust the rotation, etc.) or changing the wood grain direction from rhino texture mapping options?

2. Stretched images from from 1x1 tile, 2x1 tile, etc doesn't give good final result in the render scene. But mapping those bitmap will loosen the veneer characteristic. How should I deal with this variety of image's size relatives to my scene models?

3. What will be the best way to get textured carpets in correct displacement measure? Frequently I made chaos displacement on carpets so I let it the materials with no displacement or bumps. It will make the images look odd :( .

Thanks for the help. I do hope for your replies.

Tags: Bump, Mapping, Texture, Veneer

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Hi! I actually don't understand what exactly are you asking in first two questions, but I can tell you how I use displacement with carpets. I use Noise texture, which is repeated several times in each direction and multiplier is about 200-300 units.

this is example how it works:


right click in image to show in new tab to see bigger resolution render.

If you have damn good computer, you should try RhinoHair plugin, which generates hair and fur - it is also good for carpets, but you have to generate trillions of meshes and I think there is no computer that is comfortable with this :)

good luck :)
Thanks Matus, that's a hell of a great render scene. I'll try it soon.

The first two questions collides when we want to make a render scene that requires specific wood grain direction. If you're looking at my scene, the backdrop panel needs the grain to be horizontal, not vertical. But the leg needs the grain to be vertical, not horizontal.
1. Should I need to make 2 kinds of materials which is rotated 90 and rotated 0 in vray, or I just need to adjust the texture mapping in rhino? As per today, I did it by making 2 kinds of materials, one with 90 and 0 degree of rotation. Is it the proper way?
2. can v ray automatically arrange that for us (ex. The grain will automatically follow the longer surface of the models)?

The second issues concerning with veneer material. I have only limited stocks of bitmap. So I only mapped them in different numbers in u and v directional. Ex. I usually mapped 5 in u, and 1 in v to get the visual appearance of the veneer. this means that we stretched the images. Sometimes it does not give a good mapping result :(.
1. Is my methods by doing that correct? Is there any other way to build a veneer appearance by 1x1 sized map?

Please check the renderings below:

I hope this understandable, although it merely a very basic setting of renderings. :)
Thanks for sharing.
Attachments:
The best way to get the correct mapping is using the rhino texture mapping. I recommend you don't use the repeat or rotate option under the V-Ray Material editor. The reason is because you will get a different result that the viewport. So, it is better let those value by default. Now you can use the Rhino texture editor and rotate the mapping widget to get the desired orientation of the texture by geometry.

Best
Thank you, Fernando.
I will follow your kind advice.

Thanks and regards - Randy.
And another thing - never apply texture or material to the groups of objects! because after that you will not be able to set specific direction for every single object. [the will be"sticked" together] Rhino acts that way, unfortunately. so to have a control over every object and it's mapping, just apply texture to every single object - one by another.
What Matus said is true, but if you apply the texture mapping to a group, you can use this command "testseparatemapping" to break the linked mapping.

Best

Matus Nedecky said:
And another thing - never apply texture or material to the groups of objects! because after that you will not be able to set specific direction for every single object. [the will be"sticked" together] Rhino acts that way, unfortunately. so to have a control over every object and it's mapping, just apply texture to every single object - one by another.
Thanks, I didn't know about it :)

Fernando said:
What Matus said is true, but if you apply the texture mapping to a group, you can use this command "testseparatemapping" to break the linked mapping.

Best

Matus Nedecky said:
And another thing - never apply texture or material to the groups of objects! because after that you will not be able to set specific direction for every single object. [the will be"sticked" together] Rhino acts that way, unfortunately. so to have a control over every object and it's mapping, just apply texture to every single object - one by another.
Thank you - Matus and Fernando for sharing, I'm totally blind for all those tricks :(, but now, I get it.
This is the scene that requires what I called "specific grain direction". In this scene I still use 2 kinds of v ray materials.
But now - as I understand it- I will use direct rhino texture mapping.

Thanks again... :)
Attachments:
Sorry, but in Rhino there is not such a command "testseparatemapping" .... Do I miss something?

Fernando said:
What Matus said is true, but if you apply the texture mapping to a group, you can use this command "testseparatemapping" to break the linked mapping.

Best

Matus Nedecky said:
And another thing - never apply texture or material to the groups of objects! because after that you will not be able to set specific direction for every single object. [the will be"sticked" together] Rhino acts that way, unfortunately. so to have a control over every object and it's mapping, just apply texture to every single object - one by another.
Yes, you are missing something. :) The "testseparatemapping" is part of a series of commands that aren't explicit in Rhino. In order to use them you have to write the whole command and click enter.

Best
whooooa man! Thanks, I just tried it! And it really works :) You saved me hours of my work on my project right now :) Thank you once more :)

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