View Full Version : getting a material to do what I need
konomos 03-10-2006, 03:54 PM I am a medical illustration student and I am trying to create a cut-away of an artery (in 8.5). I have modeled it using splines and loft nurbs and now I have the desired tube, with a slight S curve to it.
My problem is the material. I have made the perfect "endothelium" (inner vascular layer), which has elongated cells that run parallel to the direction of the artery. Near the ends of the tube it looks just as I intended, but it gets bunched up in the middle. It seems that it is not distributing the material evenly. I have tried various ways of projecting the material and moving and rotating the material without any luck.
Any suggestions?
Thanks!
Mike
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georgedrakakis
03-10-2006, 08:55 PM
could you post an image, please?
ps: is that a greek lastname?
konomos
03-11-2006, 12:32 AM
Sorry, I'm too new to post an attachment, but seeing as this is my second post, perhaps I can after this. I have a couple screen captures that I'll post as soon as they let me. Thanks for the reply.
And yes, my last name is greek- my dad's side of the family is greek. We all live in the US.
take care!
konomos
03-11-2006, 01:32 PM
Here we go.
Rantin Al
03-11-2006, 01:54 PM
Maybe try changing the mapping from Cylindrical to UV Mapping.
cheers, Al.
georgedrakakis
03-11-2006, 04:58 PM
yeah... you should focus on uv mapping and consult the manual.
ps: greetings from greece!!
NURBs have built in UV mapping, the coordinates are already set. That's not perfectly precise, but it's about as good as I can explain it. Basically, you want UV on this :-).
-John
konomos
03-11-2006, 05:56 PM
I did also try UV mapping and this is what I got.
It's still bunching in the middle (unevenly distributed?) and also doesn't follow the curve of the tube.
I there a way to have material map along a spline (like the white line I drew in the snapshot?
Thanks for all of the help, everybody!
JeremyW
03-11-2006, 08:48 PM
You are probably using a 3d noise shader (varroni?). If you want it to hold to the UV of the tube, change the space of the noise to 2D (UV). It's in there with the other spaces (world, local, etc.)
HTH
konomos
03-12-2006, 08:34 PM
Great tip. The UV(2D) suggestion is exactly what I needed. Thanks, you really helped me with my master's project! Thanks to everyone else as well.
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