Author Topic: texture heading in lumion  (Read 1352 times)

Zdenek Fajfrlik

    Reputation: 26
texture heading in lumion
« on: September 15, 2012, 01:03:12 am »
September 15, 2012, 01:03:12 am
hi,

in the following setup:

1 component in skp on 5 positions with different horizontal angle ( stairs in different directions)

imported in lumion

when i assign a tile texture to this component ( horizontal plate) and adjust its heading (angle of tiles) to the comonent's axes in the first component, the texture has the same overall angel in the other component , too , which means, it's not parallel to edges in component 2-5.

is that right?

if so, please make the heading dependent on component's axis

regards stan

Gaieus

    Reputation: 44
Re: texture heading in lumion
« Reply #1 on: September 15, 2012, 03:47:14 pm »
September 15, 2012, 03:47:14 pm
Try to pull the scale slider to the left-most position (although you may not wish to use the material in that scale, true...)
Gai...

Zdenek Fajfrlik

    Reputation: 26
Re: texture heading in lumion
« Reply #2 on: September 15, 2012, 04:00:39 pm »
September 15, 2012, 04:00:39 pm
Try to pull the scale slider to the left-most position (although you may not wish to use the material in that scale, true...)

hi gai, yes, of course, removing the "tiles" surely solves the problem, but the problem remains, so maybe that's a point for the wishlist,

the question is, if collada transports the axis orientation of components from skp to lumion. if not,
we would have to explode all comps before exporting and setting different colurs to surfaces....but again and again with every reexport ....... not practicable

any other idea to solve this in lumion ?.... i think working with components is a basic feature in skp to be able to redisign many parts at once, but on the other hand different angels of textures in lumion are needed....

regards stan

BMcIsaac

Re: texture heading in lumion
« Reply #3 on: September 15, 2012, 05:04:23 pm »
September 15, 2012, 05:04:23 pm
Yes, as far as I know it will not work based on the axis...(I think you just pointed that out... :-D)

You need to map one of the components in SU before you move it. You can map a texture to each step individually if the steps curve or you can map one model of a single step and move it into place in the component before you assemble the 5 pieces you export. If you need 5 different textures you will need five different mappings in SU. Once everything is mapped in SU Lumion will follow.

I know...not easy, but it at least eliminates the need to map individually in Lumion. I find SU mapping easier for complicated pieces and also inside SU you can use available UV mapping rubies to help on massive jobs.