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2023-12-20 10:58 AM - last edited on 2023-12-21 10:30 PM by Laszlo Nagy
2023-12-21 03:30 PM
Hi!
Here is a gdl-object that "bends" the texture. Works good.
New Object 3DMD Polyline Pathway - Graphisoft Community
2023-12-21 02:23 AM - edited 2023-12-21 02:24 AM
You cannot. AC only does basic box mapping. The only thing you could do within AC is split your curb into multiple pieces and rotate the texture a bit for each consecutive piece... Outside of AC, you could create a custom texture that incorporates the curve.
AC22-23 AUS 7000 | Help Those Help You - Add a Signature |
Self-taught, bend it till it breaks | Creating a Thread |
Win11 | i9 10850K | 64GB | RX6600 | Win10 | R5 2600 | 16GB | GTX1660 |
2023-12-21 03:30 PM
Hi!
Here is a gdl-object that "bends" the texture. Works good.
New Object 3DMD Polyline Pathway - Graphisoft Community
2023-12-22 02:36 AM
Interesting. I wonder how it is done...
AC22-23 AUS 7000 | Help Those Help You - Add a Signature |
Self-taught, bend it till it breaks | Creating a Thread |
Win11 | i9 10850K | 64GB | RX6600 | Win10 | R5 2600 | 16GB | GTX1660 |
2023-12-22 02:50 AM
I would assume using COOR to align the texture for each segment of the polyline.
Barry.
2023-12-22 04:40 AM - edited 2023-12-22 04:43 AM
But would that not set a consistant rotation for the entire arc segment, node to node. Or can you somehow incorporate COOR into a TOLER statement? Though I never looked into sinceV6's polyline object...
Ling.
AC22-23 AUS 7000 | Help Those Help You - Add a Signature |
Self-taught, bend it till it breaks | Creating a Thread |
Win11 | i9 10850K | 64GB | RX6600 | Win10 | R5 2600 | 16GB | GTX1660 |
2024-01-22 12:57 PM - edited 2024-01-22 12:58 PM
I think the "magic" is that from the looks of it the arcs are just divided into small straight segments, so the texture is never really bent.
It all comes to down to figuring out how to align the following texture segment.
2024-01-22 10:58 PM - edited 2024-01-22 11:01 PM
Hi everyone.
Thank you for sharing my object.
Thank you also Graphisoft Community team and @Rubia Torres for the Honorable mention.
The object is realized using PGON{2} where you can define the coordinate of the texture on each polygon.
You could also use TEVE; in this case the texture will be deformed but more realistic. You could have problem in 3d export for renders in other software.
This object use the same macro to realize all my railings objects you can find here: http://www.3dmediadesign.it/objects.html.
There are also other free objects.