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This page provides informatio= n on V-Ray Enmesh.
The V-Ray Enmesh modifier 'coats' = an object=E2=80=99s surface with a repeating pattern of a rendered geometry= that follows the UVW space of that geometry.
||V-Ray Asset Editor|| > Geometries (right-click) &g= t; Enmesh
||V-Ray Asset Editor|| > Create Asset (left-cl= ick) > Geometries > Enmesh= p>
||V-Ray Objects Toolbar|| > Add Enmesh to Selection<= /p>
SketchUp Menus Ribbon
||Extensions|| > V-Ray > Objects > Add Enmesh to Selection
V-Ray Enmesh is created with two t= ypes of objects =E2=80=93 Base objects and Reference objects (Patterns), wh= ich are used to replace the Base object's surface.
Add objects =E2=80=93 Add scene objects that will repla= ce the base object's surface.
Spacing X =E2=80=93 Determines the distance between the= items along X axis measured in project units.
Spacing Y =E2=80=93 Determines the distance between the= items along Y axis measured in project units.
Spacing Z =E2=80=93 Determines the distance between the= items along Z axis measured in project units.
Tiling U =E2=80=93 Determines how man= y times the element is repeated in U direction.
Tiling V =E2=80=93 Determines ho= w many times the element is repeated in V direction.
Height (%) =E2=80=93 Scales the height of = the replicated element.
Height offset (%) =E2=80=93 Dete= rmines the elements' offset from the Base surface in relation to the elemen= t's height.
Offset U =E2=80=93 Offsets the e= lements in the U direction.
Offset V =E2=80=93 Offsets the elemen= ts in the V direction.
Random Offset U =E2=80=93 Applies a r= andom offset of the elements in the U direction.
Random Offset V =E2=80=93 Applies a r= andom offset of the elements in the U direction.
Rotation =E2=80=93 Determines the rot= ation of the pattern elements.
Random Rotation =E2=80=93 Rotates eac= h element with a random angle ranging between 0 and the +/- Random Rot= ation value.
Use Rotation Step =E2=80=93 When enab= led, Random rotation is based on a 360/X where X is Steps count. = For example, if Random rotation is set to 4, the pattern mesh is randomly r= otated on a 90 degrees step (360/4) - 0, 90, 180, 270, 360 (0). If there is= also a Rotation set, for example to 30 degrees, there is a 30 degrees offs= et - 30, 120, 210, 300, 390 (30).
Map Channel =E2=80=93 Determines the = mapping channel to be used when positioning the elements.
Use Items UVs =E2=80=93 When disabled=
the base mesh UV mapping (texture placement) overrides the UVs of the item=
s. Each item (pattern object) will inherit the UV coordinates of the point =
of the base mesh that lies below.
When enabled the original item UVs are used instead.
Use Items Mtl IDs =E2=80=93 When enab= led the original item material IDs are used. When disabled the base mesh ID= s override the IDs of the items. Each item will inherit the ID of the face = of the base mesh that lies below.
The =
geometries which are repeated are the parts of the Reference Object which a=
re inside of the Bounding Box. By default the Bounding Box encloses all the Reference Ob=
jects added.
The Bounding box can be changed with the Spacing X, Spacing X and Spacing Z=
parameters. Positive values for Spacing increases the Bounding Box of the =
Reference Objects
and this way creates distance between the items. Negative values clip away =
parts of the Reference objects.
A ma= terial with a Multi-Sub texture in the Diffuse slot is assigned to the Enme= sh Host geometry. The Gamma Variation= of the texture is randomly changed on each Enmesh Instance.<= /p>
A material with a Multi-Sub texture in the Diffuse slot is assigned to = the Enmesh Host geometry. The Gamma V= ariation of the texture is randomly changed on each Face material ID of the= Reference object. Use "Items Mtl IDs" of the Enmesh needs to be enabled fo= r this option
The Enmesh Use Items UVs nee= ds to be enabled in this case.