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2008-09-09 03:17 PM
2008-09-11 03:16 PM
David wrote:Hi David
Each segment of the "path" has a separate VERT COOR statement which redefines the origin and direction of the texture bitmap. Incorporating this strategy into TUBE would make for some very intense GDL scripting indeed. Hopefully, a more sensible solution will be found for some future version of TUBE. Surely, the path for each segment of a TUBE object provides enough information to sucessfully re-orient the texture at each joint. This should be part of the internal GDL behavior.
In general, the texture mapping behavior of both TUBE and MASS ( and probably many of the other more esoteric GDL shapes) need to be improved somehow.
Braza wrote:Paulo, i noticed the smiley, but don't think so. I avoid to disturb GS staff, they have better to do.
... Your voice is heard loud and clear in the GS offices...
2008-09-11 07:51 PM
Olivier wrote:What I do in this case is break all the arcs with a resol parameter and use one tube straight mapped for each segment.
For example, take a simple (TUBE) spiral with square cross section, and a brick texture.
Using COOR statements, I can make the texture to follow the rounded path, but not if the path is an oval.
2008-09-11 08:46 PM
Braza wrote:Yes, interesting lateral thinking. There is always something to learn.
What I do in this case is break all the arcs with a resol parameter and use one tube straight mapped for each segment.
Ok... It becomes heavy..