Visualization
About built-in and 3rd party, classic and real-time rendering solutions, settings, workflows, etc.

texture alignment

Anonymous
Not applicable
Im trying to make a 2D image render in 3D, so I can do a siteplan overlay onto a 3D render. What I've done so far is this: I took the image, overlayed it in 2D as a figure, so that I could get the right alignment, and dimensions, then I traced the outline of the figure with a slab, with a 1" thickness. Then I created a material with the image as the texture, and put in the appropriate dimensions. The problem Im running into is this: First off I cannot get it to stay in 1x1 sample mode, so its not lining up correctly in 3D... to make my problem easier to understand, since I am by no means a wordsmith

This is what it looks like in 2D with the figure overlayed, to make sure everything lines up ok:

overlay.jpg
19 REPLIES 19
Anonymous
Not applicable
looking back on it, I dont think I did.. But when I just re-opened the project and moved the origin to see if rebuild would work.. I didn't need to because the origin moved instantly

cheers,
dan
Anonymous
Not applicable
Just in case anyone was curious, now that it's all lines up, this was kind of the look I was shooting for, kind of an interesting mix between hand rendering, and computer... (the site plan was printed out, had coloured, and then scanned back into the computer as an image)

cheers,
dan
Karl Ottenstein
Moderator
Nicely done, Dan. I like the effect of the semi-transparent masses for the buildings, too.

Karl
One of the forum moderators
AC 28 USA and earlier   •   macOS Sequoia 15.2, MacBook Pro M2 Max 12CPU/30GPU cores, 32GB
Anonymous
Not applicable
Nice work Dan, looks great.
Could I suggest, though, that you get you building shadows in the same direction as the trees. Sorry to be a pain.

Keep up the good work!
Anonymous
Not applicable
gosh.. what a nit picker actually I noticed that after I posted it, and corrected it

cheers,
dan
__archiben
Booster
i would also go as far as saving out the linework and text as a DWG and opening it as an object: place it so that it's floating marginally off of the slab you are applying the hand-shaded texture to and you'll not have to work about the badly anti-aliased text and linework . . . call me a nit-picker if you will . . .

~/archiben
b e n f r o s t
b f [a t ] p l a n b a r c h i t e c t u r e [d o t] n z
archicad | sketchup! | coffeecup
__archiben
Booster
. . . . and place transparent tree objects over the shaded trees . . .

~/archiben
b e n f r o s t
b f [a t ] p l a n b a r c h i t e c t u r e [d o t] n z
archicad | sketchup! | coffeecup
Anonymous
Not applicable
the nit picker comment was sarcasm... I just realised I should probably say that... so no one thinks Im a jerk

Archiben: I like both of those ideas.. a lot, the aliased text really bothered me, but it's odd, because I've gone back and taken a look at it, and if I render with the internal engine... the text looks great. EDIT: I just re-read your post, and the DWG idea can't work, because that text is actually on the hand rendered image.

cheers,
dan :
Anonymous
Not applicable
that antialiasing got me too...
I need it on buildings, but the site image looked much more convincing before AC-LW.
I got a question too...
how can I get rid of that `dirty` effect on lower half of the objects?

the material I`m usin is a simple white shader, with a bit of rough displacement..
thanks in advance
Dwight
Newcomer
1: make an "undersun:"

no shadow casting
altitude -90.

2: Don't use white light:

make the real sun yellow and the undersun blue.

This is the typical approach in my book, the next batch of which ships Friday. Don't miss out.

Send PM for ordering instructions.
Dwight Atkinson