Changing the mapping uvs
How do I change the way the uv coordenates of an object are mapped? Example: planar mapping a sphere... I've tried creating a plane and choosing it as reference for texture coordenates but it did nothing.
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Its best to sperical map a sphere, the UV map node has yellow squares as edit points that you can pull to adjust the size and squeeze of the image.
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Why would I want to do that? Maya does it automatically. When I said planar it's not only because I really want it that way but also because it's not the default procedure...
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what are you trying to do? Why do you need it planared like that? Maybe then I(we) may understand your need better to give a better answer...
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Let me unveil a little of my experiment:
I am trying to do an outside scene. Part of it is a sky hemisphere: a nurbs objects with blue/white noise. I want this shader to be applied from the top of the hemisphere. I'm focusing on getting a nice atmosphere without using stuff like the new 4.5 capabilities, which can do amazing clouds but are slow as hell too. |
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Here you can see the actual mapping from outside (you aren't supposed to render from here later, of course lol.
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This idea is a remake of an old scene (2 years ago or more, can't precise) I made in max. Here you can see the original.
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In that case, you probably want to use a projection map of your texture, not necessarily manipulate the object's UVs.
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Use the envSky shader on an image plane as a texture and you can get a nice sky :)
You won't have to worry about UV's either ;) Darkon |
mtmckinley: How do I use a projection map then?
Darkon: you're missing the point. I want to know how to do it myself :) |
When you click the map button for color, choose Projection instead of normal when picking your file.
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