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texture mapping: general questions

Posted: Wed Oct 28, 2009 12:06 am
by Josephus Holt
back to this....fortunately most of the geometry in my model is linear, but I do have some cylindrical shapes which are giving me some trouble with the texture mapping.

Where do you suggest I rotate the texture mapping when needed, in Rhino using the texture mapping widget or in the Maxwell Object Properties settings...I assume they both accomplish the same thing?

With the Maxwell Object Properties I can't see the mapping uvw on the object...it's WYSIWYG ? So should I have a checkerboard MXM handy to assign this temporarily for texture mapping orientations (some of my textures like the stucco texture is harder to read if all is as good as it should be).

Another question...if I'm using the cylindrical mapping, should I be concerned about the center and radius of the cylinder uvw map? Maybe my question does not make any sense? At this point it all seems very trial and error...I just don't understand :oops:

UPDATE: I've been playing around with the Rhino texture mapping widget and I see how the radius of the widget has to match pretty close to the radius of the object, then the texture comes out right. BTW, using the checkerboard pattern does seem to make this easier to do.

Re: texture mapping: general questions

Posted: Wed Oct 28, 2009 12:27 am
by JDHill
For cylindrical shapes, you definitely are not going to want to be using Real Scale, and the reason is hinted at in your later question, 'should I be concerned about the center and radius'. The answer to that question is, the radius does not matter - coordinates are 'shot' in and out from the cylinder's surface, so changing its radius will have no effect at all on how the texture is mapped on the object in question. This answer also demonstrates why the use of Real Scale implies a cubic mapping: only when the coordinates generated by the mapping are of a definite size does it make sense to dictate what that size should be.

So, the short of it is, disable Real Scale in materials you are going to use on cylindrical or organic objects - if you don't you'll get the familiar 'tearing' at the points where the mapping projection switches from one side of the cube to another.

Let me know if that made any sense. :)

Re: texture mapping: general questions

Posted: Wed Oct 28, 2009 12:36 am
by JDHill
Here's an image I put together once to show what I'm talking about:

Image

Re: texture mapping: general questions

Posted: Wed Oct 28, 2009 12:50 am
by Josephus Holt
JD, I'm good with those answers....I'm testing it now and working out to my expectations.

Also, another really ignorant question...do the Real Scale texture parameter settings in the Maxwell Object Properties just change the texture map origin (I could not find the answer in the documentation)?

UPDATE: Figured it out....the Maxwell Object Properties rotate the texture 8)