Anyway, if this is your issue, the solution is to make sure all of the surfaces aren't the kinds that are generated by truncating larger shapes, but instead are the types which are defined by larger amounts of data. In general, the UVW numbers should be changed by decimal place amounts at the fine scale, as usually going from 1 to 2 means that it doubles it (I think). This sounds like your issue because it seems like the scale that it stretches and/or tiles a texture seems way out of whack with the scale of the geometry you're trying to map onto. I don't remember all the actual terms but the ideas should be right.īasically, the issues come in when the physical perimeter of the surface you're trying to map onto is distorted relative to the control surface rhino uses to generate it. I'm a year out of practice in doing it, but had figured all of this out at my architecture job since most of my job was modeling in Rhino then rendering in VRay for Rhino (one of like 3 people at the firm who didn't use 3DSMax). Okay so Rhino definitely sucks at this but there are ways to work with it.