![]() ![]() Here for example is a screenshoot of a quite complex material, it simulates variations, waves, noise and color changes. Because they are mathīased the texture will not work in 2D but 3D space. I did a lot of research in this area and still today there is no real good one click button solution.ģD wood materials have to be procedural materials meaning you use noise textures with various patterns to simulate rings, grain, pores and such. This is ideal for texture mapping because you can nicely glue different textures onto different sides and give the viewer the illusion of in thisĬase a layered build material with a top veneer laminate finish.īut when you cut through wood or carve it things gets quite more complex. In the images below you see a line of bent plywood seat shells and basically this are boxes (top bottom face, and side faces). Rendering real wood is a challenge still today because unlike many most render materials which are flat wood is actally a 3D volume I worked on many projects where I designed and then also needed to render the product with a wood material. So the question is there something in the works (UV mapping) ?Īlso, instead of the two number fields for the texture coordinates, how about a little handle similar to the cordinate sytems for the "move" tool or the "align" tool ? However, once you start getting into steam bent wood, a very common technique quite often used particularly for chairs and as shown in the renderings that I posted previously in this thread you'll see hat the grain of the wood will need to follow the bent shape and that cannot be done with the current texture mapping tools. The Hans Wegener Round Chair is quite sculpted but in the end it is made from discrete pieces of stright wood that are glued together. What can already be seen in your tutorial are the limitations on terms of texture mapping. Luke may be happy for now, but once he's taken some more of that rendering coolaid he'll want more I know from personal experience that this rendering stuff is quite addictive. The chair was particularly challenging for my UV mapping skills.į360 T-Spline modeling and even some of the loft features would allow for wooden geometry that with the current tools cannot be rendered properly. For both, the table and then chair I spend most of my time UV mapping. Many render engines have a material library that helps to get you going pretty quickly. While the last paragraph in respect to the differnt textures sounds complicated, it's actually reatively simple. These are variations of the same image each for a very specific purpose. ![]() You need a diffuse/albedo map that defines the color, a specular/ reflectivity map and a bump/normal map. Also for a single piece of wood, you need more than one image mapped onto the same surface. In order to have the wood grain look like wood grain, despite the fact that your model surface is smooth as glass more than one textures is needed and for close up's showing off the wood grain it better be high resolution. Now let's talk more about the textures themselves. ![]() The chair and the table use these textures. These are not cheap but are Recognized for theit quality by many professional visualization artists. By far the best Wood textures you can get are the ones from. Once you have UV mapped/ unwrapped you 3d structure you will need some good textures. UV mapping in general terms is method to map a 2d image - the texture map - onto a 3D structure. I don't think that Fusion 360 offers UV mapping and again, I use Blender for that as it is renown for its UV mapping tools. The next step to a well textured render is UV unwrapping/mapping A. ![]() I am guessing you have figured out by now that modeling with T-Splines is very different from the usual feature based modeling in CAD software. Your crossbows are very sculpted and not simple objects. I also created this table on the Arroway website was also created with Blender and Indigo Renderer:Īside from the normal use of tools, you need a number of skills. These were the tools I used to model and render this chair: I am sure keyshot can do some of that but I am also sure that the Fusion 360 internal renderer cannot do that.įor modeling the stuff I render I use Blender and for rendering I use Indigo Renderer. The are a number of very good tools out there but they don't interface (yet) with Fusion 360. ![]()
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