Rhino Basics: Simple Texture Mapping 01

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alright guys today we're going to talk about doing texture mapping applying textures creating textures simple textures applying textures to geometry inside a rhino using rhinos or a native texture system okay now you should open this file it's called texture mapping render file this will be provided to you on the canvas website okay and you'll see I have a couple rows of these objects and I've made and when I select one this should be your default kind of view basically you should see the properties panel and layers rendering materials right so just as a side note if you're missing any of these or you can't find stuff just right-click anywhere right on these tabs and you'll be able to actually check uncheck and kind of pull these things up okay so you know if you're missing any of these just do that really quick okay now I'm actually going to start out here looking at this first so this is a box obviously and it's a simple cube that we're going to actually use these are different types of mapping let's say techniques or mapping types and actually to start out we're going to make a simple material now you guys all know that let's say you know with making some very simple materials like say a paint type material these are easily modified by just changing colors so if I had wanted to do a red one so you just like click and actually you can kind of move this stuff you can make the preview larger or smaller just by dragging that portion right and then something like paint is super super simple because it's just color and how glossy or how matte is it is right so we can kind of you know choose let's say magenta right and it this actually does render real time to kind of show you how shiny it is or if I kind of change the cost in that slider then you could comes much more of a matte material okay and then you can just sort of apply it to by either like clicking and dragging it over whoops so like this is that okay and it will actually show up not in your shaded mill but in your rendered mode right so now that this material has been applied to that box and this is just like a really simple you know matte paint or semi semi gloss in this case semi-gloss sort of paint alright and you can change it and you'll see this preview kind of update a little bit just to reflect some of the change so you can kind of see how glossy it is by looking the shadows there right and how it reflects other objects right okay now this is for a you know simple colors right and think you know if your in your model you start trying to do a couple different colors just kind of pull out you know different systems or different layers right okay so marks are going to delete this right click delete and when I do they do you see it disappears okay now we're actually gonna make a custom material so click on the plus custom and we'll call this concrete panel alright and we'll just come down here and these things change based on the texture types alright so obviously you see like a custom has a lot more sort of options to sort of choose from in this one for the color you'll see the clicked assigned texture a little dialog box here we can click it and just navigate to the folder that you downloaded and you'll see two bitmaps right here okay these two bitmaps let me actually describe this is actually just like a sort of like photo right that really well taken straight on photo shot of a sort of concrete panel texture right now this second one is what we call a bump map right and you'll see actually called bump okay especially this kind of taken into grayscale right and tweaked with the contrast to emphasize basically portions that would be sunken in okay so like darker in a sort of bump map situation is kind of used to give a mature little bit of texture or let's say let's say vertical difference are a little bit of in and out alright so you get the illusion right that whatever it's white is sort of popping up and whatever it's black in shadow is sort of sinking down back into them until as I sort of effect right so that's why these things two things are here so we're gonna put the concrete three into the color slot whoops by going to the dialog box so let me do that again so click the assign texture I'll go find it's in my desktop concrete three okay so you'll see it kind of go in and then not transparency but here bump and we'll assign the bump map to it so that'll give it a little bit more through dimensionality and texture okay now we can assign the to this box again so I'll actually click to select the box first and then right click here in the on the material and say in there as you can see there's a lot of options here right so assign to objects okay so you'll see that a the layer the material is kind of you know assigned to the box and it you can kind of see a little bit effect of the bump map here as well but now our question is well this is what it looks like when you kind of assign things the default eventually and our topic today is how do I control the size scale on positioning of a material okay now the other thing actually is that right now this is a normal sort of default way that Rhino kind of applies material so we have to go to properties and here you'll see what tool is applied to this object here there is a texture mapping sort of panel okay so what we're gonna do here is that we will actually apply a texture mapping and so you'll see a lot of options here okay now the one so that's what these rows are because these this is a box mapping row so the one that we're going to apply here is a box mapping and this is likely for the most part the most common one that you are going to be using so just click here once and pay attention to this because things pop up here on the dialog box you can basically use this to specify how big you want your texture to be but for now we're just going to select the bounding box option which is the default right so this thing in the angled brackets basically says that's the default option so you can either click once on bounding box or you can just like enter to continue and enter again to basically accept the world sort of default okay capped two should be yes if it's not then just like click on the yes and say okay alright so now if you actually click this use multiple mapping channels or cook box you'll see there is a box mapping applied to it okay or here it should show up here as well like so it's a box mapping applied now this box mapping is something that we can use to control the size of the texture okay so hound down here you'll see X Y Z size okay and usually with a uniform object like this if you want a texture to kind of be the same size in all directions I usually lock it and you can actually set this right so x equals y because ii mean XYZ dimensions are the same or one on one which means that it actually changed the texture size to one and one in this case as you can kind of see just shrinks it and makes it kind of really small okay so you have to just make sure that when you're changing these thing you're actually selecting the object that you want to change it on okay and let's actually do change this to five now because I have the lock sort of a checkbox ticked when I do five and enter it means everything else has also changed a five automatically for me and so now you can see I have something that looks more like that okay now so that controls the size of the texture map and then now you can see you can actually change the position right now this is actually kind of tricky to use because you can kind of pick and choose where this is and blah blah blah it's not super intuitive because this is based off of like you know absolute spatial coordinates okay so one thing that's you super useful here is the sky this is called show mapping and if you click on it once it will bring up something that's called the mapping display or a mapping widget and you kind of see it right there mapping widget okay and this is basically kind of like a mock display of like how the texture is being applied to your larger geometry and you can actually use this to manipulate the location of things so what that means is that if you kind of grab the gumball arrows here and I see I move it out here you'll see that the mapping location changes based on how I shift or move these things okay or even if I go to the top view and I grab one of these arcs and lock rotate it it actually rotates the mapping as well right okay so this is actually an uncontrolled Z undoing to kill go back one okay now so this is basically a more intuitive way for you to kind of let's say you know you know change things let's say you know this is vertical right now I actually want it to be horizontal so you can actually hold down your Shift key and whoops and try to turn it horizontally right so you'll see that actually turns at 90 degrees horizontal so these panels can't be horizontal okay and right now it kind of floats there as an individual object meeting what's really useful is let's say I'm trying to align corners so make sure that on your oh snap you have your ends on the end snap you're on right so I can actually use my move command to snap this corner and then snap it to the corner of my geometry right so this aligns perfectly and you'll see the tiling works perfectly like that all right now you can pull out the gizmos out of multiple things at the same time but you know this stuff you know floating there can get you know distracting so you know by selecting the mapping widget and just go back here right and hide it so it's not in the way anymore but once you're done with is Justin with your adjustments and you know that's that's that okay all right now I'm using this so this is a box mapping right and these just kind of are there to show you what happens when the box mapping is applied to different types of shapes okay so there's a very useful tool here for example if we pick this guy okay the doughnut and this tool here it looks like a brush but it's called match mapping and when you click on it once it will ask you for a source object and if you use this it means that it will take the mapping from this object and apply it over to the doughnut okay now nothing happened in this case because I don't actually have a material right there's no material applied to it yet okay so we can actually click on here so if you switch over to you the material sort of sub panel here click on and click concrete panel and that just brings it in okay so what we can do is I'm going to multi select one two three holding down the shift key to add these all to that selection and apply the concrete panel material to all these in the same row and you can kind of see at least by default what happens right and then I'm just gonna real quickly choose select these switch over to the texture mapping panel and then click on the brush click on this as a source right and so you can just do this really quick to all of these guys that are in the same row like that like that and you'll see essentially these are the idea and you kind of you'll see like how a box map works on a sphere is kind of funky right because it's basically taking a box shape and kind of projecting it into and intersecting it into these different shapes so you'll get like funny seams you know it looks kind of really weird right okay so that's one of these so that's why we have all these different things and I'm actually and this this process for kind of doing these is basically pretty identical all right now surface mapping like this one if we actually and actually I'm gonna select all of these guys together and I just apply the material first so we got them on there all okay that's the concrete panel and to you though you created and just so they're on there you'll see that in the sort of mapping right when when you do this sort of first initial thing just like you know first default applying a material to any geometry it actually defaults to surface mapping essentially right so this is what surface mapping would look like okay now it's mapping widget is kind of tricky in this case because basically there is no overall geometry that controls the mapping widget for this basically it breaks down each surface and just like kind of sticks the texture to that one surface individually okay and so you know I think you get results that are a bit kind of all over the place but you know in the sphere the mapping is kind of stretched in some places and then grunt like squeezed together in some places so it's basically just like trying to you know wrap the material or the bitmap onto this geometry okay all right now planar just to kind of discuss this really quickly and you can either use this here or just kind of stretch it here right well I'll click on the apply so same thing right bounding box the options of these kind of get a little bit different depending on the the situation but world and then uvw okay so this guy you'll see is kind of weird because basically the plaint the way a planar mapping like this works if I show the mapping widget is that there's this kind of imaginary plane that's basically projecting downwards and on the side you just see a cross-section okay and I can kind of let's say let's say I if I move this right then the location of the planar mapping kind of changes a little bit or even if I if I like rotate it then it actually changes the projection it projects alright so but then you'll also get this sort of a cross-section that's like really strange in a material that has thickness or that you see the sides of okay so playwright napping is really used for like situations where you don't see the thickness or the side of a material right it's a simple plain projection onto sort of any kind of geometry and you can obviously can still kind of change the XY size of it uh this is actually a little laggy so I'm actually going to change it back to UV planar which is a little bit not so heavy but you can kind of get a sense of the type of effect that you get out of here you know I will actually delete that because it's kind of annoying okay so I'm actually going to do this first planar mapping with the donut applied planar bounding box world and then UV and then pulling out the mapping widget so this guy here okay and let's actually shrink the size a little bit so you get a little bit more texture into so lock lock it and then let's do something like seven or maybe uh a sevenths probably okay or five all right let's do five through out so like you get basically a sense of that how that kind of projects onto something like this okay and we'll use this as the source to apply to everything else so again click on this get the brush match the mapping to it these guys same thing these guys same thing okay really quickly this is super quick this is a really quick technique for you to be able to like apply the same mapping to different things and so you can see basically if the planar mapping is the idea that okay there's some sort of imaginary in your plane that's a specific size and then the textures just sort of projected through the material downwards and just kind of see the sides like so these are all kind of verticals sort of cross-section sizes right you get these like streaks depending on where these texture is gonna end right that's the same here so you can kind of judge for yourself whether or not that sort of effect basically all from the top you would look right you will have to kind of judge like okay well does that look right from the sides or is that the type of mapping that you know looks to be a quote-unquote correct so let's look at spherical and because we're looking at spherical let's actually use the sphere first because that's what it's kind of meant for right so if you go to apply spherical mapping say a bounding box world that's fine okay and actually let's lock this for now and let's lock now the spherical is a little bit different in that it has this uvw repeat basically the controls like how many times the tile kind of repeats itself so we can actually try to do something let's say like five and you'll basically see that it tries to repeat that tile or the texture you know five times across the surface okay so you actually get a sense for that this guy actually kind of changing the this parameter or the size actually doesn't do anything because it's basically kind of using the last three it's actually really this okay so just in case and you can control rotation and things like that but you know the widget the mapping widget itself you can kind of let's say move it and rotate it or kind of move it up and down a little bit to kind of change that sort of thing but you know what really changes the panel size is this the UVW repeat okay I'm doing that twice just to get this back to Center right this kind of depends on how you want to align things anyways okay so one thing you might notice trying to apply these is that especially with the spherical mapping is that these get kind of funny when you're basically kind of using the brush the mat matching brush to kind of use it as a source and part of that actually and you'll see when I kind of use this and you show mapping is that it's actually using the mapping widget that's centered off of here to do the projection of everything else right and so this is actually the widget that controls it now in this case because the spherical mapping is such a like object centric mapping system that you can't actually use directly these sort of apply source mapping to do this so I'm actually going to hide this and actually do this these guys on their own so basically do the apply spherical map being and just like accept the defaults by pressing enter a couple times as we go along okay so basically kind of setting its own spherical mapping and you'll see that for example let's say if we try to do something like six here whoops sorry six six six throughout and lock it you'll see that okay the spherical mappings start to do something like that here and you can lock the size and can change this say half the size probably doesn't actually change this that much but you know okay and it's the same thing for these essentially the for spherical mapping to work properly you would have to basically kind of do these guys individually but it's pretty easy just accept the defaults lock that lock this and just do something like six so you can actually kind of see the way it works on you know surfaces like this so I'm actually going to do that really quick accept defaults lock the size like this do the repeat to six okay so you see that you know if it does some funny things with these shapes as well and this this I should actually lock or not lock but set this to six six six over all right so you'll see that it actually does this with the donut and let's do that again it's critical map into the box accept defaults lock that lock that uvw and do six okay okay yeah so you know this is a mapping that's kind of very object oriented because it uses the circle so you actually have to probably do these this type of thing one by one right last two cylindrical these are actually relatives and actually let's use the cylinder first here as the way to apply it so if you apply cylindrical mapping it will actually ask you for the base of the cylinder which is actually like the cross right there okay and so you can either pre draw a point there or make sure your center right center Snap is here is on so like when your cursor gets close to the edge of the saloon down here it basically snaps to the centre point of the the circle okay and then acts for the radius which is this and then the height which is that okay and that's basically like this the the box okay now this first one for the capped option let's say no just to see what we're getting and we can kind of change this locket change the UVW repeat again to six so you can kind of see okay that's what's happening right you can change these if you unlock them you can kind of play with this and see what sort of you know changes you're getting so you see that that kind of stretches out it out differently how by having a little less in that direction right so these become proportional right so if it's really tighter right so one two three four five six basically tries to tile this six times instead of three times right so this is actually kind of controls the number of tiles that it tries to squeeze into it okay and so these guys are basically the same apply cylindrical except bounding box worlds no and then lock this but change it to six for example right and you can kind of see now the real thing with a cylindrical is that you know that the tops kind of do these weird things right because it's it's like there's a cylinder projecting onto it so the bottom of this tiles wider the top gets narrower right which kind of works that way okay so let's do this as well except except no cap lock this lock the UVW change it to six just to see and these are actually are fairly similar okay just to see what sort of effects you get and you can change these just to see Oh what part of it is changing all right what part of it is not changing so you get a handle of like what things are affecting and I'm just going to do all these really quick without caps locking these and getting more tiles into them to see what the effect is now something like this obviously you know there's a lot of towels there so you can kind of unlock this and then say okay I just want three tiles right so one of them controls the tiles in this direction the other one controls the tiles in this direction so that's actually something you are able to adjust so you can see that apply to a box you get some weird stuff on the top okay all right that's the non cap version so for the capped version basically it's the same process same apply cylindrical except when we go through the defaults right here on their cap you say you accept the yes and then when you change this let's say you were to do six again right so the funny thing with this guy right here is obviously the cap version is trying to apply the texture to the cap but the top in the bottom of the cylinder bits in it can't quite figure out right how to kind of draw this right and so one of the options that's unique to the cylinder cause I actually this one texture space if you change this option to divided then it will actually apply this like that right it basically kind of switches the direction for for the top part of this surface right okay but so the cylindrical actually kind of shows you how a texture like this that has you know a modularity to it kind of tends to mess up near the seams we can kind of do that here again just accept the defaults right and divide the texture space - to lock this let's do six throughout and you just can kind of see how the transitions work okay lock six is a good number to try okay and these are just going to give you a sense I think they're actually the sphere in particular is kind of funny if you accept the defaults lock it like that six somewhere okay you'll see it does that transition on the surface of the sphere right there I'm just doing the same sort of process right you can kind of see the cap part even when you divide it okay and this as well actually you can kind of see what the difference is when you go through those different options okay and the process is pretty simple once you kind of get used to what you can do all right okay so I just kind of finished you know populating all these with the different textures and you can kind of take a look yours may not look I didn't like exactly the same as these but this is just an example of you know some of the things or what it should look like and this these sort of errors are actually just more linked to like the type of mapping that you apply you know to a sphere geometry so you probably want to kind of use like the right type of mapping for the right sort of surface or geometry that eventually you will be using and this is just part of the process of learning how where to find these things how to control and so the things is to kind of think about is to be able to manipulate the size and scale of it you know change the mapping widget primarily actually with a box and we'll get into some more space specifics afterwards okay all right
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Channel: Lee-Su Huang
Views: 39,915
Rating: undefined out of 5
Keywords: rhinoceros 6
Id: HMfIy_4qxk0
Channel Id: undefined
Length: 30min 17sec (1817 seconds)
Published: Sun Sep 23 2018
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