Page 1 of 1
[REQ] non UV texture mapping
Posted: Thu May 09, 2013 4:54 pm
by William
Pretty standard feature this (maybe it's already possible), mapping other than UV coordinates, ie object/world/cube/planar/spherical/cylindrical
Object, world and cube mapping are pretty useful.
[REQ] non UV texture mapping
Posted: Thu May 09, 2013 9:22 pm
by zeitmeister
What the heck is object mapping?
Re: [REQ] non UV texture mapping
Posted: Thu May 09, 2013 11:00 pm
by PureSpider
Just have your modeling solution bake stuff like cube mapping to a uvmap?
Re: [REQ] non UV texture mapping
Posted: Thu May 09, 2013 11:16 pm
by William
zeitmeister wrote:What the heck is object mapping?
Okay perhaps my terms a bit messed up, Object mapping can usually suggest using another object for locating the texture.
But what I meant is actually more just like local coordinates or something, (the texture moves with the object), whilst global/world coordinates the texture does not move.
So for example, local coordinates/object (whatever the real name is), global coordinates and then you have the various projection methods - cube/planar/cylindrical etc
PureSpider wrote:Just have your modeling solution bake stuff like cube mapping to a uvmap?
Don't think so, imagine projecting a texture onto a field of instanced grass, impossible with UV mapping, for that you need global coordinates.
Re: [REQ] non UV texture mapping
Posted: Thu May 09, 2013 11:59 pm
by PureSpider
William wrote:Don't think so, imagine projecting a texture onto a field of instanced grass, impossible with UV mapping, for that you need global coordinates.
Which you can then bake onto the objects in your modeling tool...?
Re: [REQ] non UV texture mapping
Posted: Fri May 10, 2013 12:10 am
by William
No, impossible as I said.
Re: [REQ] non UV texture mapping
Posted: Fri May 10, 2013 12:18 am
by CTZn
It sounds to me that you are looking after ISL, the Indigo Shading Language.
You can script the projection you want. But it's not artist friendly.
Re: [REQ] non UV texture mapping
Posted: Mon May 13, 2013 9:31 am
by Zom-B
William wrote:Pretty standard feature this (maybe it's already possible), mapping other than UV coordinates, ie object/world/cube/planar/spherical/cylindrical
Object, world and cube mapping are pretty useful.
Is that a request for the Indigo GUI only? Since atm the mapping style from your 3D app gets simply transformed to uvm on export.
But nerveless, different mapping styles would be quite nice in the GUI. The most interesting style I know is box mapping with some blended traditions of the texture on the corner.... well... I just start a new REQ thread about that ^^
Re: [REQ] non UV texture mapping
Posted: Wed May 15, 2013 4:48 am
by Phil
Hi,
I would also be pleased to see such a feature in Indigo especially planar mapping, this is something I missed from POV-Ray.
This should not only be availabel in the GUI.
The reason is, I could automated the process of texture mapping for about 80% what I need.
Cheers,
Phil
Re: [REQ] non UV texture mapping
Posted: Wed May 15, 2013 5:32 am
by OnoSendai
Hi, since this has been requested quite a bit, we will try and make time to look at it after 3.6.
[REQ] non UV texture mapping
Posted: Wed May 15, 2013 8:16 am
by zeitmeister
Cool!
This could speed up the export progress, too.
Re: [REQ] non UV texture mapping
Posted: Wed May 15, 2013 3:36 pm
by William
Great!
Re: [REQ] non UV texture mapping
Posted: Wed May 15, 2013 11:23 pm
by StompinTom
PureSpider wrote:William wrote:Don't think so, imagine projecting a texture onto a field of instanced grass, impossible with UV mapping, for that you need global coordinates.
Which you can then bake onto the objects in your modeling tool...?
Your instances use the same UV map, so once you bake one, you bake them all, so it doesn't work. You'll end up with a field of uniform color instead of the textured variety.
I suppose one workaround would be to have the UV map of the emitter object dictate the color of the instance (is it possible through an ISL shader to refer to use another object's UV coordinates?).
I suppose the grass shader would have to compare the position of each blade to the UV coordinates of the surface it's sitting on and derive its color like so...
Rambling now, but would something like this be possible with the scattering shader? Would love support for scattering in Blendigo.
Anyway, big +1 for other mapping types. Can save loads of time for complex or numerous objects. Simple box or global mapping simplifies texturing unimportant objects.