Controlling material orientation

I’m trying to figuring dynamic components and the texturing thereof…

I’ve been reading up on how to make a texture scale in a dynamic component upon scaling that component. I’ve learned how to create a material swatch, embed / hide that swatch in a component, fix it in size, and use that to “paint” component such that when the component is scaled, the material doesn’t stretch / scale with it.

So, when I make a 2x6 plate and do all this, everything works fine. But, I go to make a stud using the same technique and the material gets applied in the wrong orientation. Right click > texture > rotate to the orientation I want, but now the material painted on the 2x6 stud component no longer keeps the material scale and instead stretches as I scale the 2x6 stud component. I try changing the material orientation in the swatch, but tat doesn’t affect the material applied to the component. I tried make a new texture from the same doug fir image, rotating it 90 degrees and saving that in my material library, but that doesn’t change a thing either. Including an image of what i’m working on and you can see the the material on the plate is oriented as it should but on the stud its 90 degrees off.

Is there a way to accomplish this?

Thanks for any guidance.

Bob

See this page Textures scroll down to “repositioning textures”

That actually doesn’t work for what I’m trying to do.

Sorted it out! For anyone else having the issue:

before creating the texture from an image, _rotate the image_then create the texture. you’ll now have 2 examples of the same texture, but with the grain (wood texture, in this case) oriented 90° from one to the other!

While you can create two different textures from the same image, that’s not very efficient. It increases file size and means you have two textures to manage instead of one. A single texture image is more efficient and can be rotated as needed for the face orientation.

Using your method, what would you do for rafters or other angled pieces? Do you plan to create textures rotated for the various roof pitches you would model?

Hi Dave

I’m using this to create a dynamic wall assembly as a dynamic component: so, I’ll have 2x6 bottom, top and doubler plates, 2x6 studs spaced at 16" on center, exterior 1/2" ply sheathing and interior 5/8" drywall. I’m learning the whole DC formulas etc so that I can create this wall as a compound component, place in a model, scale the wall either in length, height or both. Problem I was having was when I applied materials to the components making up the wall component assembly. For instance, I apply the plywood material to the face of the plywood component, but when that is scaled, the material is stretched and no longer looks like the plywood its supposed to represent. So, there are tweaks to make that work that include creating material swatches that get embedded in the components, the result of which is that when the plywood, say, is scaled, now the material scale is adjusted so that it still looks as it should (not stretched). I found info that TIG and a few others provide to figure all this out.

Now, when I get to horizontal plates and vertical studs components, the only way I can get the grain oriented correctly was to create 2 sets of wood material textures, one each with the grain oriented either horizontally or vertically for “painting” on the plates or studs. The wood grain texture that applies correctly to the horizontal plate applies horizontally to the stud as well, but it needs to be vertical. Right click, rotate texture to orient vertically breaks the scaling relationship created with the material swatches embedded in the “stud” component. Which means that when I scale the wall taller, the studs and all scale with it, but the material texture, applied to the stud component then rotated, then gets stretched and no longer keeps the proper scale relationship. The only way I could figure out around this was to rotate the original JPG image from which I created the texture and create a 2nd texture from the same JPG, but it was now rotated to the vertical orientation I needed for the stud component.

Whew! Burned a lot of brain cells figuring this one out.

By the way, I’ve got my tix to BC’18, so I’m looking forward to meeting you. You’ve been quite the mentor over the years.

Bob

So basically, you aren’t applying the materials to the faces. Instead you are applying them to the component containers?

No, I enter into the component (double click), then paint to the surfaces of the stud. Although, there was a video I watched where it appeared that the material was applied to the container. But, that’s not how I did it.

I’m still working my way through it all, not quite ready for the final exam yet. Haha!

The blue square is an inference point that maintains the scale.

Try Push Pull inside the component instead.

I fully understand the move / scale etc for materials by using a right click. And, yes, I could go inside the assembly and manually adjust the stud height, elevations of plates and other parameters. Not what I am looking to do.

I tried to create a GIF but it was too big to upload here, so here’ a link to it on Dropbox if you care to view it.

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