I made this simple filter diagram (on the left) and its perfect except I want to add an image map of circles to make it look perforated.
Unfortunately this diagram render was done in Blender Render, but the UV mapping tutorial I learned last night was done in Cycles. I did the same render in Cycles and it adds a weird grain that I can’t find answers for online.
Additionally, the mapping is stretched and pushed down by these random black bars. As you can see below, I made seams on the top and bottom edge of the shell, and added a field of dots as a PNG.
Edit: The inner filter white shader is a basic white toon shader, the black lines are from Freestyle
Please ALWAYS supply an example .blend file with any support question (Remember to pack the textures). Right now we know nothing about your material and texture setups.
And btw, UV mapping is completely independent of the render engine used, as UV coordinates are part of the mesh.
I tested it with a checker pattern and the outside of the cylinder still messes up. Although the seams look perfect in the UV map editor, there are these random seams encrouching on the sides of the physical cylinder that aren’t in the uv map! These appeared as black bars in my earlier example due to how blender treats the transparent part of the PNG (I had alpha enabled).
PS: The inside faces of the cylindar are mapped strangely to that circle, but these will be hidden and I’m not bothered by them.
Wow thats awesome! Exactly what I was looking for. And I see you used Modifiers which is great.
I’m still learning Blender so I knew that doing something like that myself would be above my head (although I did try).
But, yes, I still would like to know why my cylinder mapping looks so screwed up. I figure if I cant map some dots onto a cylinder, my mapping skills are in serious trouble!
I think you may be running into issues with your geometry. Start over with a cylinder, delete the top and bottom faces, apply a solidify modifier, then do a UV unwrap from that.
Edit: I had to duplicate the initial object to cover the back–I did not try to make an exact size to fit the filter. In case you were wondering, I used the honeycomb primitive, then selected the vertices along each edge and scaled by a factor of 0 to make them straight, then moved them out a bit. By using subsurface with appropriate edges marked as sharp and creased, you can get the hexagons to render as round. I still enjoy doing these types of objects containing repetitive geometry.
Thanks for your response. I think I understand some of how you did the perforated holes, but not fully. For this project, I need to fit a lot more holes in the mesh, but I’m not sure how you added the honeycomb in the first place. I looked up “honeycomb primitive blender” and found this video, but ultimately I don’t think it was taking me down the right path.
If you have time, can you explain the technique that let you add all of these initial honeycomb holes to the plane?
(btw this is the size of the mesh holes I’m loosely shooting for. )
JA12, thanks for reminding me! I actually had that written in my notes because Lynda mentioned you need to fix that when you get the error, but the error is actually pretty easy to miss. I re-wrote my notes and now have this apply-scale step as the very first step when UV mapping
JA12, I’m not sure what I am doing wrong, but I have:
Applied the rotation and scale to where the cylinder is 1:1:1 scale
Selected all the faces in edit mode
Unwrapped again
Render
The texture looks great in my texture preview, but I still get the distortion when rendering…
you will not be able to scale and repeat that alpha texture to give you smaller holes because of the large empty space at the bottom…
the large holes are the best that can be done with the tex you have the small holes is with the texture cropped so it tiles but note it does not tile well!!