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Dannyx

Texture issue with Symmetry Object

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Good day folks. I'm having a problem with a texture I'm trying to add onto a symmetry object. Let me explain in layman terms.

 

Here's what I did: not really wanting to post the whole scene, I copied the objects in question, plus the texture I'm using on them in a new scene and posted that instead just so you can get an idea...this opens up another issue, since in the original scene I got some lights set up in such way that these objects shine brighter. I can not figure out why they come out so dark when copied in a new blank "default" project. I mean, yeah I know,  DUUH, there's no more lights, but shouldn't the default light be "on" and illuminate everything equally ? I tried adding a variety of lights so you can see better, but if anything, adding a light makes it go even DARKER...how does this work ? There's probably something wrong with the texture causing this, but even deleting the texture entirely still produced a pretty dim result.

That's not so important. What IS important is I'm trying to achieve a brushed metal sort-of look on those things. As a beginner, I don't know if I did it right or wrong: I just messed with some sliders and settings until it looked like I imagined...it works to a degree, but only on the "cloned" object - the "master" object looks different. Trouble is it's the "clone" that actually looks how I want it to and can't figure out why and how to make them look the same, much less so why the master differs. Have a look at the scene: when you open it up, the bottom thing is the one that looks good and it's the "clone" of the top one. I know this because disabling the symmetry object makes the bottom one disappear, leaving just the top one. Notice how the streaks of the texture of the bottom object are parallel to its edges and it looks good - that's what I want. Now if you move over to the top one, the streaks on that one are VERTICAL, perpendicular to the object, so I like to know two things:

 

1) why don't the two objects look identical and what can be done to make the "master" look like the clone...that's probably a mess of texture BTW :))

2)why it came out so dim in the scene I posted here, even with no lights

Bare with me here and thanks for any support :))

brushed-metal-texture.jpg

SymmetryNotWorking.c4d

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  • I shall try it today and see what it looks like. Cheers.

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  • Well now it looks how it should....how did you do it ? Since I need to do this on my own in the main project :D

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    It has something to do with the fact that the symmetry object is mirrored on world axis, but the cubic uv projection is not world aligned. First, rotate the cubic projection 90 to fix the direction of the brushed metal over the top faces (this will make the clone look wrong), but then simply right-click the material tag and 'Generate UVW Coordinates' to lock the UVs and the clone will be correct as well.

     

    Edit: You will have to set the SDS subdivide UVs to Edge to fix the stretching after generating the UV coordinates.

    Edited by Vizn

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  • 12 minutes ago, Vizn said:

    rotate the cubic projection 90 to fix the direction of the brushed metal over the top faces

    How do I do this ? Via the "Coordinates" tab of texture tag ? If so, which one should I "turn" ? H P or B, I can never get used these.

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    With the object selected, click the material tag. Now, activate Texture Mode and Enable Axis (see pic). Now use the rotate tool and hold shift to turn the projection cage 90.

     

    5b59fc7032818_ScreenShot2018-07-26at9_50_36AM.thumb.png.308c146e48328abfa8ac6e43d7a2757d.png

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  • Gotcha, but what am I turning ? The red green or blue ? X Y or Z ?

     

    UPDATE: I think I got it now. Not sure I did it right, but looks OK :D Now I know how to turn textures...I was wondering how you do that, since it's not as straightforward as I thought.

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