Applying fixed-sized textures to parts?

   569   1   1
User Avatar
Member
80 posts
Joined: 4月 2020
Online
Hello Experts,

In my searches, I haven't found anything that exactly covers this problem, but my apologies if I missed something, since it seems like it would already have been covered.

I have a few labels that I would like to be able to apply to parts. Regardless of the size of the part, I want the labels to remain the same size, for instance 10mm by 5mm. To do this, I've created a workflow that seems more complex than it should need to be. I do a Boolean shatter of a piece of the part surface of the right size for the label and apply the texture to that. Then I put the surface back together again. It seems like there's got to be a better way to do this.

I've encountered the Labs Decal Projector node, which seems promising, but I haven't been able to get the examples I've found online to work, and most of them seem to be for an older version with different parameters.

I've attached my overly-complex (but working) workflow (and the two textures it uses), but I'd vastly appreciate any suggestions anyone has about how to put down a fixed-sized label at a point on a part.

Thanks so much,
Mary

Attachments:
test-decals.hip (354.7 KB)
white.png (4.5 KB)
text1.png (2.5 KB)

User Avatar
Member
280 posts
Joined: 8月 2018
Online
Hi Mary,
Excuse the brevity - just passing by:

In summary:
I'd suggest you use the 'UV project' SOP and use the 'Scale' parameter of that to set your decal size (1 = 1m etc).
You can then position that uv projection visually in the viewport.
Set the 'uv Attribute' to a unique name for each decal, eg: uv_decal_01.

In the texture of your material set the uv to use that unique uv attribute: 'uv_decal_01'.


What renderer are you using?
Edited by Mike_A - 2024年10月12日 18:41:04
  • Quick Links