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UV mapping of reflection map in Sketchup?

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  • G Offline
    gnome_mo
    last edited by 4 Jul 2017, 07:48

    Is it possible to custom position reflection and glossiness maps in vray for sketchup?
    I'm trying to add some surface imperfections like puddles on the road, fingerprints, but not as edited diffuse texture.
    Thanks in advance

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    • A Offline
      andybot
      last edited by 5 Jul 2017, 12:36

      Unfortunately, you're limited to the one channel that SU uses, so additional maps can only be mapped relative that that channel (you can use the UVW transforms like scale and rotation.) There's no way to add additional mapping per material.

      However, if you export the mesh and edit the UV mapping in another 3D software (such as Blender) you can bring in those additional channels by making that mesh into a proxy outside of SU. (There's a mesh to proxy converter included with vfs3: "ply2vrmesh" in "tools" in the vfs3 program folder) Then in SU, you can select the additional channels in the Vray material editor as required.

      http://charlottesvillearchitecturalrendering.com/

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      • O Offline
        omiKron
        last edited by 5 Jul 2017, 12:49

        It could be a trick faking the order of layers. You have your main diffuse, you add a reflection layer with a texture linked to it, then swap order of layers. Or, if this doesn't do it, make 2 Diffuse layers : one with color, one with a texture [like puddles, imprints]. swap it the way you like. Then drag-n-drop the bitmap slot of Diffuse in Reflection.

        If that doesn't do it, you need to separately scale the puddle-imprint texture to your diffuse texture.

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        • A Offline
          anamichelena
          last edited by 10 Feb 2018, 09:20

          @andybot said:

          Unfortunately, you're limited to the one channel that SU uses, so additional maps can only be mapped relative that that channel (you can use the UVW transforms like scale and rotation.) There's no way to add additional mapping per material.

          So, if I get this right: in the 'texture placement' menu, you can choose a UV channel/set (by default set to 1), but there is no way to assign and use these different channels?
          Does this make sense to anyone else? 😕

          Ana

          hardware:
          MSI Apache Pro
          Intel Core i7-6700HQ
          16GB ram
          GeForce GTX 1060

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          • F Offline
            filibis
            last edited by 4 May 2018, 23:14

            Check this fresh plugin: Physically-Based Rendering

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