![]() If all done you are able to view your VR-environment with its textures. Do not forget to set your Rhino view-port to ‘Rendered’ so you can see the textures correctly. Before we explore the Enscape Material Editor fully, lets take a look at working with materials in the native Revit Material Editor. If this is not the case, choose the ‘surface’ type.ĥ. For most objects the ‘box’ type texture mapping works best. This function is found under the properties tab of Rhino (when you have selected the material). Provides instant updates to the Enscape environment the moment any changes are made in the Revit model, including changes to geometry, material, lighting. Most of the textures will show faults (such as displacement, scale or rotation), to correct these errors you need to alter the texture mapping. Now you are able to give your geometries their corresponding Enscape materials. Height map instead of bump map, see step 2.Ĥ. If your custom material has a different name, eg. For this step it is important to add the different maps to their function in the Enscape library. Here you can choose one of your materials and alter them. Go to the Enscape tab and choose the ‘Tune materials in the project’ function. To create a realistic Enscape material add 3 or 4 texture maps, namely: Albedo map (or Base colour-), Bump map (or Height-), Roughness map, and (only for transparent/translucent textures) a transparency map.ģ. It is recommended to create separate folders for every material (eg. On your computer create a folder where you can place all your texture maps. Do this for all the different materials you need.Ģ. As this is the name that will show up in your Enscape library. Give the material a good name, such as ‘red brick’. Create a new material and select ‘Enscape’ as its type. This guide will explain how you can do this for Rhino but the process is similar for the other Enscape plugins (eg. To have optimal rendered materials in your Enscape VR-environment your custom textures need to be added to the Enscape library.
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