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dldieterich2

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Reply with quote  #1 
I"m trying to understand why Podium doesn't sometimes recognize if a material is rotated.  I'm attaching a screen shot of my model showing 2 different versions of your PDM_Wood_07..one is vertical and the other is horizontal.  Then, I'm attaching the early rendering which shows all the wood running horizontally. I've exploded all the cabinets to the right of the fridge, which didn't make a difference.  How I correct this now and similiar issues in the future. 

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jpeg podium question.jpg (683.48 KB, 1 views)
png Mercer Transitional WM 12.27 after exploding cabinets 2017-12-27 11290.png (1.21 MB, 1 views)

Sam

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Reply with quote  #2 
try to reserve the face's and see if the textures is on the right orientation on both side's.



dldieterich2

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Reply with quote  #3 
Should have mentioned that I did check for front and back faces, so that's not the issue.
bigstick

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Reply with quote  #4 
Have you assigned the texture to the group/component as well as the individual faces?
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dldieterich2

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Reply with quote  #5 
Not sure what that means.  When the texture wasn't recognized, one of the first things I tried was exploding all the groups and components to make sure the texture was painted on the faces.  I do have the version before I exploded everything.  How do I assign the texture to a group/component?
dldieterich2

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Reply with quote  #6 
Hey Bigstick!  Are you out there?  Would love an explanation...this same issue is happening with 3 different version of this model (so 3 different wood patterns).  Need to get them all to my client, so would love to understand your suggestion above better.

Thanks!


bigstick

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Reply with quote  #7 
You can assign a material to individual faces, to an actual group or component, or both.

Experiment by creating a cube, and making it a group. Apply your material to that group and SU will paint the whole group with it.

When you select the object, and look at the entity info box, you will see whether a material is applied to it. The 'default' material, is in effect no material.

If you apply a material to individual faces (this is always the best option to use, because you have most control) but also to the group or component itself, you can end up with texture conflicts of the type that you describe.

Logically you need to use just one method of applying materials, groups/components, or individual faces.

It sounds like you might be consistently doing the same thing with your material assignments to objects.



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dldieterich2

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Reply with quote  #8 
So, if I understood correctly, when you explode a group, doesn't the material then get assigned to the face?  I'm just trying to figure out how to salvage this.  Should I create 2 new materials with different orientations (and different filenames) and apply them to all the faces since everything is exploded?  Or how else can I get Podium to recognize this?
bigstick

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Reply with quote  #9 
Yes, if you explode a group, the material will get assigned to the faces. However, if you have already explicitly assigned a material to the faces, I would imagine, that that mapping is used, and replaces the group material assignment.

Personally I would use ThomThom's excellent plugin 'Selection Toys" from the Extension Warehouse, and use the right-click menu to 'Select all instances' and then drag the default material onto them.

This will allow you to quickly cycle through all instances of every group/component and change their material, layer or even manipulate them using our Nudge tool for example.

Another cool thing this plugin does, is allow you to convert duplicated groups to components. I have often found myself creating groups when I start modelling, because it's faster. Then I end up copying those groups and thinking, "Damn, I wish I had made them components instead". Selection Toys to the rescue.

In summary, the golden rule is to assign materials by face wherever possible. This is the only option that allows you control over the texture rotation on a per-face basis.

Whenever Podium doesn't render a material orientation correctly, it's because it has conflicting information about how the face and the texture are to be treated.

The solution is to remove the ambiguity.


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davew

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Reply with quote  #10 
I couldn't see the images in the first post.  Can you post again?
dldieterich2

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Reply with quote  #11 
I exploded everything, created a new vertical material (with a different name) and applied it on the vertical pieces.  I'm also attaching the current version.  

It's still a bit confusing as I need to use groups and components to efficiently model cabinets.  Would this be less of an issue if I always create 2 separate materials in Photoshop (one horizontal and one vertical) and didn't try to rotate materials in SketchUp?  

Attached Images
jpeg podium question.jpg (683.48 KB, 1 views)
png Mercer Transitional WM 12.27 2017-12-27 11044600000.png (1.20 MB, 1 views)
jpeg podium transitional.jpg (892.76 KB, 1 views)

arqcova

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Reply with quote  #12 

It happens to me before

1. check front and back faces (just to be shown front faces)
2. the group needs to be on the default material and inside the group, you need to apply the material to each face

that fixes the issue for me


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bigstick

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Reply with quote  #13 
Diane, you really ought to be assigning your textures directly to faces, not using group assignments. This is the proper way to do it.
You're a seasoned pro, not a beginner [wink]

 Once you get used to it, it takes barely more time. Select your texture, double-click the group/component to open it for editing, triple-click any face to select all connected objects, paste the texture. That way if you need to adjust it later for precision, it's really easy and you have no texture conflicts in Podium!

You get far more control. For example if you want to line up brick or tile textures so you don't get weird breaks or joints in unrealistic locations, this is the only way to achieve it.

Julia Eneroth has a fabulous plugin on the extension Warehouse here that I think are pretty much essential. In addition to the rotation tools, there is a randomise texture position tool that works beautifully, but only on groups or unique components. Actually it works on duplicated components, but that kind of defeats the object...

Don't mess around with exploding your groups. Use the Selection Toys and remove the textures from your groups and components.
Once you assign them directly to your faces, I'm sure you won't look back!

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dldieterich2

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Reply with quote  #14 
Yeah...I do.  Unfortunately I had interns working on base models who applied the textures incorrectly and sometimes get models from others to render with the same issue.  Was trying to figure out the fastest way to work with those models without starting completely over.

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