Hi!
I wonder if anyone has any tips and ideas for a workflow considering materials in shaded vs realistic displays.
We would like to create hatches in different patterns (using Mertens hatch plugin) and then have the same look
in renderings and so on.
The patterns will be as model ones and visible in 3D and drawings.
But how do we get the same look in realistic views and renderings?
Because then you have to use pictures instead of patterns, right?
Also, when placing a picture on a split face, is it possible to somehow easily scale and move the picture? (haven't found it)
Testing by going through the properties takes ages...
Thanks in advance fellas!
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For rendered views, you will need to create the material using a raster file with the pattern on it, and then check Use Render Appearance in the Graphics tab.
@rsahayUZMK9 wrote:For rendered views, you will need to create the material using a raster file with the pattern on it, and then check Use Render Appearance in the Graphics tab.
Hi! Thanks for your answer. But how do I get the pattern from shaded to transfer to the render appearence? You can't connect a pattern for the render appearance, right? Do I have to manually create picture files and manually change their scale and so on so that it matches the shaded pattern and look?
Yes. You would need to create raster files to create the material. I would look for a manufacturer material library that looks similar to the fill patterns to insert in the project.
@rsahayUZMK9 wrote:Yes. You would need to create raster files to create the material. I would look for a manufacturer material library that looks similar to the fill patterns to insert in the project.
Well those patterns aren't connected to a manufacturer and I don't think that it's easy to find manufacturers for tiles with material libraries for Revit?
We will create raster files with the Mertens plugin, but I don't know how we convert those to pictures for the render appearance...
Or is there another way?
Once you have the raster files with the required pattern - you would need to create the material -
You need to match the scale of the surface pattern and the rendering texture.
The 1st image shows how to align them. the 2nd image shows how to scale the rendering texture.
@ToanDN wrote:You need to match the scale of the surface pattern and the rendering texture.
The 1st image shows how to align them. the 2nd image shows how to scale the rendering texture.
This seems like a struggle! What does the "link texture transforms" do?
I testet texture alignment but thought it acted strange.
If I want to place the texture so that the edge of the tiles aligns along an edge of the wall. How would I do that the easiest way?
Heres an example of the struggle:
If I have tiles formed like stars as patterns (created in Mertens). Where each star has the width of 100 cm, how do I as easy as possible create bitmaps matching this?
We're going to have alot of different textures and patterns on our walls, representing different aspects of "culture".
Read more from this tutorial.
"If I have tiles formed like stars as patterns (created in Mertens). Where each star has the width of 100 cm, how do I as easy as possible create bitmaps matching this?"
You create the texture image the same way you created the hatch pattern, so that when tile them together they are seamless. You can google "how to make seamless textures for rendering" to get some ideas.
@ToanDN wrote:Read more from this tutorial.
"If I have tiles formed like stars as patterns (created in Mertens). Where each star has the width of 100 cm, how do I as easy as possible create bitmaps matching this?"
You create the texture image the same way you created the hatch pattern, so that when tile them together they are seamless. You can google "how to make seamless textures for rendering" to get some ideas.
But if I decide to change the pattern then I have to create a new image as well?
No way to convert one to the other?
Which program would you recommend for creating seamless textures? And how do I get the textures to the correct position as easy as possible in Revit?
How can I control that the textures position and scale represent the pattern one?
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