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QUESTION: Texture Origin for From/Edge/Rear of walls

Aurasphere
Expert

Not sure if this has been addressed but it seems impossible to align block/brick textures correctly; what I mean is the front and rear face work perfectly with the imaging/origin action but the edges/cut esp on the top seem to have random UV assignment. I use photo rendered underlay as part of the detailing and simulation and wish to know a solution for this as the rest of it works so well
You can see the blockwork is otherwise perfect, even on verticals, it works but on top and bottom, it doesnt...unless Im missing something?

Thanks

 

This top face mapping doesnt seem to be related to the wall faces in origin

Aurasphere_0-1706776491558.jpeg

 

Yet on this edge its fine

 

Aurasphere_1-1706776503376.jpeg

 

 

Mark Wesse
AC26 | Win10 | Since v6.5r
Architerion - Architectural Systems Developer
Aurasphere - Acoustics
Building Biology - Human Compatible Architecture
"--- Every time...do it better ---"

2 REPLIES 2

one of these settings ?   

 

SteveJepson_0-1707180247257.png

 

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Aurasphere
Expert

Cheers

 

lol...maybe read the details.....read the post a bit more carefully 🙂

In other words, the edge application uses the same UV dimensions of the map despite the face orientation to world coords

 

If the edge is applied, it is correct in vertical but top and bottom are not

Needs a modifier flag or a deeper level of detail

 

Pic 1 is the same texture as pic 2 (being applied to the edge face) but its orientation/direction is abritary and changes per element type

Complex profiles allow sub component mapping...this is what is needed for generic elements

 

Hope that makes it clearer!

Mark Wesse
AC26 | Win10 | Since v6.5r
Architerion - Architectural Systems Developer
Aurasphere - Acoustics
Building Biology - Human Compatible Architecture
"--- Every time...do it better ---"