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Rendering Question
I have been experimenting with Render Studio and come up a against a problem I can't solve.
After applying an FFF Texture to a part I can't seem to rotate it the texture to the correct plane/face of the part. The projection seems set to the z axis.
I've tried playing around with the uv projection but it seems to have no effect on the texture.
What am I missing?
https://cad.onshape.com/documents/42ccf4a18ef025af134fe58c/w/fb90ef380ca1a68db52dbea2/e/4451e46de5514c7f7a7c2e5d
After applying an FFF Texture to a part I can't seem to rotate it the texture to the correct plane/face of the part. The projection seems set to the z axis.
I've tried playing around with the uv projection but it seems to have no effect on the texture.
What am I missing?
https://cad.onshape.com/documents/42ccf4a18ef025af134fe58c/w/fb90ef380ca1a68db52dbea2/e/4451e46de5514c7f7a7c2e5d
0
Best Answers
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GregBrown Member, Onshape Employees, csevp Posts: 201Select the top level node in the view graph and transform it 90deg in Z0
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Paul_Arden Member, Onshape Employees, Developers Posts: 214@GWS50 Unfortunately at the moment the FFF appearance does not support arbitrary orientations of the layer lines. It is not affected by projectors since it does not use UV coordinates for positioning. Potentially a feature could be added to allow rotations to be specified by the user to re-orient the layer lines, when and whether that would be implemented would depend on demand. Please feel free to submit a ticket referencing this thread to express interest in having this feature so it gets into our lists.
The current FFF appearance takes advantage of being able to automate the layer line placement without needing to mess around with UV coordinates, however for cases where you need a very specific orientation it obviously has limitations.
There are other ways to achieve the 3D printed look without using this appearance. For example using the tangent_space_normal_texture function with a specially crafted normal map which can then be arbitrarily tiled and oriented using UV coordinates like a more conventional texture. Using that approach you'd need to work out the tiling you want to get the scale of the layer lines right since when using UV coordinates there is no concept of real-world units but if you are just going for a look that isn't such a problem.
I do have a .exr file with such a crafted normal map in it but am unable to attach that on the forum. If you do submit a ticket for the feature request I can have it sent through that ticket though.0
Answers
Never mind, looks like Greg provided an answer already!
Is there a way of aligning the texture without repositioning the part?
The current FFF appearance takes advantage of being able to automate the layer line placement without needing to mess around with UV coordinates, however for cases where you need a very specific orientation it obviously has limitations.
There are other ways to achieve the 3D printed look without using this appearance. For example using the tangent_space_normal_texture function with a specially crafted normal map which can then be arbitrarily tiled and oriented using UV coordinates like a more conventional texture. Using that approach you'd need to work out the tiling you want to get the scale of the layer lines right since when using UV coordinates there is no concept of real-world units but if you are just going for a look that isn't such a problem.
I do have a .exr file with such a crafted normal map in it but am unable to attach that on the forum. If you do submit a ticket for the feature request I can have it sent through that ticket though.
There are other things such as saving a user altered material as your own and face selection being a little clearer in the UI (also multiple face selection)
Not having dabbled much in rendering before now it's an interesting learning experience