[Radiance-general] su2rad: problems with texture mapping

Claus Brøndgaard Madsen cbm at create.aau.dk
Tue Apr 19 06:08:11 PDT 2011


Hello Thomas,

Well, I tried both your suggestions to no avail.

Then I more or less stumbled upon a "solution". If I avoid placing any part of the geometry in octants with negative coordinates then texturing works with no problems.

Have no idea why that would be the case, though.

After export I can !xform the object to any octant of the scene no problem...

Best,
Claus





From: Thomas Bleicher [mailto:tbleicher at googlemail.com]
Sent: 18. april 2011 14:57
To: Radiance general discussion
Subject: Re: [Radiance-general] su2rad: problems with texture mapping

Hello Claus

Unfortunately the texture export in su2rad is not very sophisticated. It's not a good way to produce Radiance textures anyway.

To solve your problem you can try one of the two options:

1) Select all the textured faces, right click and choose "texture -> make unique" from the context menu. This will create six identical materials with a uniform mapping for each face.

or 2) Use the attached script to export the cube to *.obj and then use obj2mesh to convert the *.obj file to a Radiance mesh with textures. The author of this OBJ exporter says it does the "make unique" step during the export. Please note that I have not used this script myself and I don't know if it modifies your  materials during the export.

Regards,
Thomas

2011/4/18 Claus Brøndgaard Madsen <cbm at create.aau.dk<mailto:cbm at create.aau.dk>>


Dear List (Thomas ?)


I have been experimenting a little with getting geometry into RADIANCE by exporting to 3ds formation from 3ds Max, importing into SketchUp, and then exporting to RADIANCE using su2rad.

So far I have only tested simple models, for example a 1x1x1 meter cube, with all six faces textured with the same square image.

I export in "by color" mode, as that has been most successful thus far.

I attach a .jpg of the result. I have tried a million different things in SketchUp to try to get rid of the uv-mapping problem which is very evident in the attach render.

Any suggestions? When exporting a more complicated (sculpture) model, textured with a single "marble" albedo map, the same uv-mapping problem is experienced.

Best,
Claus

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