Hello fellow renderers...
I'm trying to learn how to render roofs correctly so I made this simple drawing (attached.)
When placing the roof material on the... roof, it looks correct on the west slope...
but upside down on the east slope
I know how to rotate the image and bump for the material, but do I have to do that and create numerous roof materials in my drawing - one for each slope? Or is there a different way to map the material to the 3D object?
Either you create a new material with another mapping-direction for the image or you assign another mapping to the other roof-side (would be my preferred way) or you first create one roof, assign mapping and material and the mirror the roof.
I don't know any automatism that autmatically rotates a texture when a geometry has another slope-direction.
- alfred -
Well that's too bad.
In fact, that roof is mirrored and it didn't matter. Looks like I'll have to create a roof pattern for each different slope of the roof.
Thanks for the info.
>> In fact, that roof is mirrored and it didn't matter.
Have you assigned material + mapping before you mirrored (a) the object or after mirroring (b)?
(b) can't work in the way you like, (a) should work, but please try it first as in the last releases the usage of mapping changed and changed and changed ... so I'm really not sure.
- alfred -
I am not surprised you didn't get a full answer. Rendering in AutoCAD is for the pros. Leave it to them to hide their tricks.
Seriously, if you didn't know how to do it before the changes you won't knowhow to do it now.
Do you really want to know if it can be done or how to do it.
It can be done.
The trick is to start out with a seed part that it already works on.
To accomplish this open a new file and create a 3D solid, 10 x 5 x 1.
Add a wood material to your available materials.
Drag and drop the material on the solid.
Remove the material.
Copy and paste the 3D solid multiple times into another new drawing.
Rotate them in different directions
Add a material to the available materials.
Attach the material by layer to the layer the 3D solid is on.
View in either realistic or render it.
There you go
In a nutshell, the trick is to map material to an object, then remove the material, then use it as a seed part (as the mapping is retained when the material is removed), and assign material by layer.