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IF statement to control Surface Materials??

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Nachricht 1 von 6
pgnirk
945 Aufrufe, 5 Antworten

IF statement to control Surface Materials??

Hello

I'm new to creating Families from scratch (although I've modified existing families for years), and I'm curious if someone can help me out.

I have a seat that has a "smooth surface" and a "textured surface". Both surfaces will always be the same color, regardless of what color is selected. I want to avoid having to change the color of both surfaces every time the seat color changes.

I've created a Parameter named "Seat Color", and I have materials created that are "smooth" and "textured" but now my question is, is there a way to create a formula that simply states that if the seat color selection is Blue (for example) the "textured surface" is Blue-Textured?

If not, is there a way to create a textured surface? Not by using a surface material, but to apply a "Noise" texture to the face of a Solid Model?

Any feedback and/or any other suggestions would be greatly appreciated! Thank you in advance!

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Nachricht 2 von 6
RDAOU
als Antwort auf: pgnirk

@pgnirk 

 

The Color is one variable of the Material (Variable A)...Texture is another variable of the material (Variable B). IE: If Variable A in both material is the same but Variable B is different => they are 2 different materials.

 

Option 1: One material for both and the special finish is simply descriptive

  • Create 1 Parameter for a Generic Material (Only Color) and apply to both
  • Create 2 Text or Y/N Parameters for Surface Finish 1 (say: Seat Finish) and Surface Finish 2 (Say: Armrest) ... this you can check or fill in to indicate texture finish

Option 2: Two material Parameters

  • Create First Material call XYZ Smooth (under Appearance Tab give is a color and make sure it has no texture/bump ...etc)
  • Duplicate the material Above >> Rename it to XYZ Textured >>> Go to Appearance Tab >>> Duplicate the Asset and rename it to Asset XYZ Textured >>> Keep same color and add a bump/cutout as necessary to generate the texture
  • ...=> Everytime you create one smooth finish you repeat the process above for the textured

RDAOU_0-1629728538757.png

 

 

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Nachricht 3 von 6
syman2000
als Antwort auf: pgnirk

Material cannot be parametrized unfortunately. What you can do is create nested family and then parametrized that.

 

First you would create types with two different material.

 

create type.png

 

Then load the first family into the new family. Add label parameter

 

add label.png

 

With label, you can choose either smooth or texture.

 

texture or smooth.png

Check out my Revit youtube channel - https://www.youtube.com/user/scourdx
Nachricht 4 von 6
ToanDN
als Antwort auf: pgnirk

This would be easy if you only need to report smooth/textured as information in a schedule/tag, or show smooth/texture differently in Hidden/Shaded visual styles. 

 

But if you need them to render differently then I don't see how you can get away without creating two different materials. 

 

I was trying to overlay two materials: one is color only and the other is transparent w/ noise/bump but the result is far from acceptable.   Perhaps someone with more experiences playing with Revit materials can chime in.

Nachricht 5 von 6
pgnirk
als Antwort auf: pgnirk

Thank you all for trying to help! I was afraid of that (that it wouldn't be as easy as it 'should' be....) but I thought I'd ask those who know what they're doing just to be sure.

What I ended up doing, and it seems to work (enough), is I created a material by starting with the AEC Material "Air", which allows one to see through the material, and also allowed me to eliminate any reflective properties. Then I applied an image file for the texture, in the "Cutouts" section.

Fine-tuned the settings here and there, and it looks good in renderings, which is what I was hoping for.

I think I'm all set for now. Thanks again guys!!

1Have a great day everybody! 

Nachricht 6 von 6
ToanDN
als Antwort auf: pgnirk


@pgnirk wrote:

I created a material by starting with the AEC Material "Air", which allows one to see through the material, and also allowed me to eliminate any reflective properties. Then I applied an image file for the texture, in the "Cutouts" section.

Fine-tuned the settings here and there, and it looks good in renderings, which is what I was hoping for.

 


I was trying something similar but I did not start with Air asset so the material did not look good overlaying on top of another material.  Glad you have figured it out and thanks for sharing the solution.

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