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Flamingo nxt texture mapping
Flamingo nxt texture mapping







flamingo nxt texture mapping

The resolution of the mask bitmap affects the material quality. In the image, the same materials are used for the first and second components, but the blend is controlled by three different bitmaps. The First component will be placed where there is black in the bitmap pattern, and the Second component will be placed where there is white in the bitmap pattern. Use a grayscale image map to mediate between the first and second components. When using a Bitmap image the grayscale values of the pixels define where two component materials will blend. The right image shows the slider to the right, showing a weak striped material with a strong green material.Īn image can be used to control how two materials will interact. The middle image show the slider in the middle and a blended 50% striped and 50% green color. The left image shows the slider to the left, showing a strong stripe material and weak green. For instance, the material below shows a blend between the striped material and solid green color. Varies the percentage of each component material used in the final material.

flamingo nxt texture mapping

All of the standard library wood materials use a Blend procedure to change the finish of the wood from clear matte to dark shiny.īlends work well changing an entire material definition by adding an overall color to a base patterned material. The Blend procedure combines two base components and controls the proportions of each. Between 60 and 90 degrees from the viewpoint, you see black.Between 30 and 60 degrees from the viewpoint, you see a gradient from white to black.Between 0 and 30 degrees from the viewpoint, you see white.The image at the right shows the the Inner material as white, and the Outer material as black. In the illustration below, the Start angle is 30 degrees (which in rendering translates to the the green circle on the right) and the Stop angle is 60 degrees (in the rendering that translates to the red circle). The angle from the viewpoint at which the Outer component material stops.īetween the Start Angle and the Stop angle, the Inner and the Outer components blend. The angle from the viewpoint at which the Outer component material starts. Outerįrom the Stop angle to 90 degrees from the view, the Outer component will be the only material showing. Innerįrom 0 degrees from the viewpoint to the Start angle, the Inner component will show completely. The two layers in the procedure are the Inner and the Outer Layer. The Angular Blend procedure blends between two different materials to create special effects. The Angular Blend procedure blends between two materials based on the angle of view to the surface of the object. Many materials change color, reflection, or transparency based on the angle the material is viewed. This is the basic simple material with no layers. In the Procedures window, right-click the procedure name.Right-click anywhere in the Procedures window.Procedures for combining materials include:

flamingo nxt texture mapping

In this way, extremely elaborate materials can be built from simpler constituents. Each of these child materials can in turn consist of a procedure, combining two children of its own. For simple materials, there will be only one component in the list: Base.Įach procedure combines two "child" materials using a specific method. The tree displays the components used to create the material and lets you add components. The Procedures tree combines one or more materials using a set of rules for how the materials interact. Do I chose the mapping with the object properties menu item "texture mapping" (used with the native Rhino render engine) or the "Flamingo" menu item? I find it very confusing. should I leave the default (surface mapping)? I tried today but I haven't been able to do it. The question now is, can I use now this unwrapped texture to apply it back onto the object and get rid of the decal? What mapping coordinates should I use it with? Obviously not planar (x-z).

flamingo nxt texture mapping

I guess they end up embedded with the model file? Interestingly enough, even if I delete the generated maps from disk, the rendered viewport still shows them.

FLAMINGO NXT TEXTURE MAPPING HOW TO

Also, I never knew or bother to learn how to create unwrapped maps which it looks like this is what this command generates ! The only issue was always the inability to preview the decals/maps in Flamingo rendered viewport. and applied to the hull in profile port and stbd (2 mirrored decals) or for the wooden deck details, hatches etc with some color and bump effect. (see attached, some details have been blurred out) The textures I use are usually big decals to show say, all the paint scheme on the hull, symbols, paint stripes, ship name etc. I rarely use textured materials because of the type of models I build (shipbuilding). I've been using Flamingo since its inceptions years ago and I never knew about this feature.









Flamingo nxt texture mapping