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- Times New Roman
- t&Tutorial 4: Texture Mapping Techniques
- Completion time 40 minutes
- tNIn the previous tutorial we learned how to create materials, and how to assign
- *2Jtexture maps to those materials. In this tutorial we will explore texture
- *2Imapping in more depth. Specifically we will concentrate on commands that
- *21determine how a texture is mapped onto an object.
- *A In this tutorial you will learn:
- What a texture map is;
- *A#How to set different mapping types;
- *ACHow to split objects up according to material definitions, and why;
- *A2How to re-size a texture in relation to an object;
- *A?How to perform test-renderings in the Object Designer viewport;
- *A>How to change the orientation between a texture and an object;
- *AFHow to determine whether a texture is repeated as it is mapped onto an
- object;
- *A0How to assign a different material to an object.
- What is a Texture Map?
- *cHA texture map is any bit map image used in a material definition. As we
- *2Qmentioned in the previous tutorial, there are two different kinds of texture maps
- *2Jthat can be assigned to a material: a Color Texture and a Reflect Texture.
- *2HWhen a material containing a texture map is rendered onto an object, the
- *2Qtexture is "mapped" onto the polygonal faces of the object according to a variety
- *2Oof criteria assigned in the Object Designer window. These criteria include the
- *2Msize, position and rotation of the texture map in relation to the object onto
- which it is to be mapped.
- *ALTo more fully explore the texture mapping features in the Object Designer we
- will load a new project.
- Restart Renderize Live EZ.
- *A9Load project "tutor4.eye" from the \SIMPLY3D\EYESEZ\TUTOR
- directory.
- *ACDrag and drop "view" into the viewport to make it the current view.
- Set "Test:1" and select the
- " button to perform a quick-render.
- w&Tutorial 4: Texture Mapping Techniques
- Times New Roman
- QThe object "cylin.ged" has a brick material assigned to it. It looks good on the
- *2Otop, but it appears smeared along the sides of the cylinder: this is due to the
- *26"Ortho" mapping type that has been set for the object.
- (Splitting Objects According to Materials
- *c4Let's set a different mapping type for the cylinder.
- Select the
- 2 button to the left of the viewport to display the
- Objects Resource List.
- *A8Drag and drop the object "cylin.ged" into the Edit Well.
- MNote the Mapping Type selections on the Object Designer: these choices affect
- *2Kthe way in which the texture is projected onto the surface of the object.
- FFigure 41. The Mapping Type determines how a texture is mapped onto an
- object.
- QCurrently, the "Ortho" button is selected: the texture is applied to the cylinder
- *2Oorthogonally, washing over the surface from a single direction (the way a slide
- *2Hprojector casts images against a wall). This explains why the image was
- *2Fcorrect on the top of the rendered cylinder, but smeared on the sides.
- *AKTo insure that the texture maps correctly onto the sides of the polygon, we
- *2Mshould use the Cylindrical mapping type. However, this mapping type will not
- *2Rgive us the desired results for the top of the cylinder. Therefore, we will split
- *2Othe top and sides of the cylinder into separate objects so that we can define a
- *2.different mapping type for these two areas.
- *ARObjects can be split up according to material definitions. That is, one object can
- *2Ohave multiple materials assigned to it, and it can be broken up into a separate
- *2Robject for each material. Our cylinder actually has two materials assigned to it:
- *2Qthe top and bottom are assigned to a material "cyl_f", and the sides are assigned
- to a material "cyl_s".
- Select the
- 7 button on the left side of the Project Designer window
- 'to display the Materials Resource List.
- QNote that the two materials, "cyl_s" and "cyl_f" both use a brick texture. We'll
- *2Rsplit up the cylinder into two objects, so that we can leave the top and bottom as
- *2=they are, and assign a Cylindrical Mapping Type to the sides.
- +xB>Drag the material "cyl_f" from the Materials Resource List and
- *2Edrop it into the Material Well at the lower-left corner of the Object
- *2 Designer.
- Z Tutorial 4: Texture Mapping Techniques
- Times New Roman
- Select the
- 4 button on the Object Designer to split the polygons
- <that are assigned to the material "cyl_f" into a new object.
- tOA new object "cyl_f" has been created, and it contains the top and bottom faces
- *2Pof the cylinder because these are the polygons that are assigned to the material
- *2L"cyl_f". In addition, look at the Material Well in the Object Designer: the
- *27material "cyl_s" is assigned to the object "cylin.ged".
- Setting Mapping Types
- *cNNow our object "cylin.ged" only includes the sides of the cylinder, so we can
- *2Pset a different mapping type for the sides than for the top and bottom. Because
- *2Dwe're mapping onto a cylinder, we'll use a Cylindrical Mapping Type.
- *AIBefore changing the Mapping Type, look in the viewport in the lower-right
- *2Marea of the Object Designer window: the white lines in the viewport represent
- *2Mthe object we are working with: in this case, the sides of the cylinder. The
- *2Preason the viewport displays a circular shape is because we are looking straight
- *2Mdown on the cylinder. The circle is not closed because we are looking at the
- *2"backfaces of some of the polygons.
- *AOThe yellow lines in the viewport represent the texture map that is being mapped
- *2Lonto the object. The texture map is currently represented as a rectangle.
- +xB&Set the Mapping Type to "Cylindrical".
- tNNotice that the texture map is now represented in the Object Designer viewport
- as a cylinder.
- *AONext, we need to orient the texture map in relation to the object. That is, we
- *2Pneed to rotate the object in the Object Designer viewport so that it runs in the
- *2Qsame direction as the cylinder that represents the texture map. Notice the first
- *2:three buttons to the left of the Object Designer viewport:
- +<H When the
- > button is pressed, a group of buttons are displayed below the
- Gviewport for the reorientation the object in relation to the texture.
- *K When the
- < button is pressed, a group of buttons are displayed to move
- 2and scale the texture in relation to the object.
- *N When the
- : button is pressed, you can alter the angle from which you
- ?view the relationship between the object and the texture map.
- Press the
- , button beside the Object Designer viewport.
- tMA set of buttons are now displayed below the Object Designer viewport for the
- *2Qreorientation of the object in relation to the texture map. Note that change the
- *2Qobject's orientation in this window does not affect the orientation of the object
- in the view.
- &Tutorial 4: Texture Mapping Techniques
- Times New Roman
- OWe'll rotate the object 90 degrees around the horizontal, so that we're viewing
- *?=the cylinder from the side. We can do this by selecting the
- button and
- >rotating the object around the horizontal;, or we can use the
- button to
- @rotate the object around the horizontal in 90 degree increments.
- Select the
- 1 below the Object Designer viewport to rotate the
- 9object in 90 degree increments along the horizontal axis.
- *A?Move the pointer into the viewport and click once with the left
- mouse button.
- KThe object is now rotated 90 degrees in the viewport: we are looking at the
- cylinder from the side.
- +xB;Select "Save" on the Object Designer and confirm "Replace".
- Close the Object Designer.
- JNow let's render the view again to see the effects of changing the Mapping
- Type.
- Select the
- button on the Render Toolbox.
- PNotice that the texture now appears correctly on the sides of the cylinder. The
- *2Rtexture hasn't changed on the top, because that part of the cylinder is controlled
- *2Aby the new object "cyl_f", which still has an Ortho Mapping Type.
- 'Scaling Textures in Relation to Objects
- *cJOften you will need to change the scale of the texture map you are working
- *2Twith so that a pattern appears on the object at a realistic scale. Let's change the
- *2Kscale of the brick texture that is mapped onto the sides of our cylinder.
- Select the
- 2 button to the left of the viewport to display the
- Objects Resource List.
- *ABDrag the object "cylin.ged" and drop it into the Edit Well to open
- the Object Designer window.
- =Our object "cylin.ged" is now loaded in the Object Designer.
- Select the
- , button beside the Object Designer viewport.
- MA set of buttons are now displayed below the Object Designer viewport for the
- *2+positioning and scaling of the texture map.
- *AMRemember that there can be up to two different image texture maps assigned to
- *2Oany given material: Color Texture and Reflect Textures. Each of these texture
- *2Omaps can be positioned and scaled independently for an object. The map that is
- *2Hcurrently being manipulated is determined by the Mapping Select options.
- Z Tutorial 4: Texture Mapping Techniques
- Times New Roman
- HFigure 42. The Mapping Select options determine which image map is being
- ,manipulated in the Object Designer viewport.
- t<We want to change the scale of the Color Texture. Therefore:
- +xBDMake sure the Color option is selected in the Mapping Select area of
- the Object Designer.
- Select the
- 3 button below the viewport to change the horizontal
- 5and vertical scale of the texture map simultaneously.
- *ABMove the pointer into the viewport, then select and drag to change
- *2>the scale of the yellow rectangle. When you release the mouse
- *2Bbutton, the "Scale X" and "Scale Y" type-ins update to reflect our
- *2Fchanges. Their starting value is "1"; reduce the scale of the texture
- *2+until these values read approximately 0.65.
- tRIt is important to note that the texture's vector representation is drawn from the
- *2Omaterial appearing in this Test Material Well. Make sure before you size and/or
- *2Morient a material in the Object Designer's viewport that you are manipulating
- the right material.
- (Performing Test Renderings in the Object
- Designer Viewport
- *cKYou can perform a test-render directly into the Object Designer viewport to
- *2Iquickly view your changes without performing a full rendering in the main
- Project Designer viewport.
- Select the
- 6 button to the left of the Object Designer viewport to
- )execute a test-rendering in the viewport.
- tONotice how the image of the brick is mapped onto the cube at its new scale. If
- *?/you wish to see more detail you may enable the
- button below the
- tNbutton to achieve a full quality render. However, selecting this button will
- *2*increase the test rendering time fourfold.
- +xB$Select "Save" and confirm "Replace".
- Close the Object Designer.
- Select the
- 1 button on the Render Toolbox to quick-render the
- image.
- tPNotice how the scale of the bricks on the side of the cylinder has been reduced.
- &Tutorial 4: Texture Mapping Techniques
- Times New Roman
- #Determining the Texture Repeat Type
- *cPNote that regardless of the fact that we scaled the texture map smaller than the
- *2Sobject on which it is textured, it is still mapped over the entire object. This is
- *2Qbecause the texture is repeated as it is mapped. The brick texture, like most of
- *2Kthe images that come with Renderize Live EZ, is a "seamless" texture. This
- *2Nmeans that the image is cropped in such a way that when it repeats there is no
- *2H"seam", or visible edge, between each copy of the image as it is mapped.
- *AMNow let's experiment with a different Texture Repeat type to map a label onto
- *2Rthe toothpaste tube in our view. First let's modify the material "tube" to add an
- image.
- Select the
- 2 button to the left of the viewport to display the
- Materials Resource List.
- *ABDrag the material "tube" and drop it into the Edit Well to load it
- into the Material Designer.
- Select the
- 9 button to the left of the viewport to display the Images
- Resource List.
- *AADrag the image "crost" and drop it into the Color Texture Well on
- the Material Designer.
- *A=Select "Save" on the Material Designer and confirm "Replace".
- Close the Material Designer.
- GThe options that determine how a texture is repeated during mapping are
- *2<displayed on the Texture Repeat area of the Object Designer.
- +xBEDrag the object "tube" and drop it into the Edit Well to load it into
- the Object Designer.
- "Notice the Texture Repeat options.
- LFigure 43. The Texture Repeat options determine how a texture is repeated as
- it is mapped onto an object.
- MThe "Stamp" option repeats the texture normally. This is the default option,
- *2Pand the Repeat Type that is used for the bricks on the cylinder. "Flip" repeats
- *2Rby flipping and mirroring the texture. "Decal" will turn off all repeat, applying
- *20the texture map only once as if it were a decal.
- *A?Let's use the "Decal" Repeat Type to map a label onto our tube.
- +xB/Select the "Decal" option under Texture Repeat.
- PNow we need to rotate the tube in the Object Designer viewport so that the label
- *2*will be mapped onto the front of the tube.
- Z Tutorial 4: Texture Mapping Techniques
- Times New Roman
- Select the
- 6 button to the left of the Object Designer viewport to
- Hdisplay a set of buttons for the reorientation of the object in relation
- to the texture.
- Select the
- 4 button to rotate the object in 90 degree increments
- along the horizontal axis.
- *A?Move the pointer into the viewport and click once with the left
- mouse button.
- tLThe object is now rotated 90 degrees in the viewport. We are looking at the
- *2Qtube from the front instead of the side. Now we can scale and position the label
- on the tube.
- Select the
- 6 button to the left of the Object Designer viewport to
- Ddisplay a set of buttons for the sizing and scaling of texture maps.
- t*First we'll scale the decal over the tube.
- Using the
- and
- ( buttons, reduce the scale of the yellow
- ;;7ww
- ;;7ww
- Brectangle in the Object Designer viewport until it fits within the
- *2#main part of the toothpaste tube.
- t?Then we'll determine where the decal will appear over the tube.
- Press the
- 5 button, then drag the pointer in the Object Designer
- wpwwpw
- wwpww
- wwpwwp
- Cviewport to position the yellow rectangle over the main part of the
- tube.
- Now let's render our changes.
- +xB=Select "Save" and confirm "Replace", then minimize the Object
- *2 Designer.
- Select the
- button on the Render Toolbox.
- tMThe toothpaste tube now has a label mapped onto it. The color of the tube not
- *2Icovered by the label is determined by the Matte Color set for this "tube"
- *2Mmaterial in the Material Designer. When you map a texture using the Stamp or
- *2MFlipTexture Repeat options, the texture map is tinted according to this Matte
- *2Ncolor. However, when using the Decal Repeat Type, as we just did, the texture
- *22map is not affected by the material's Matte Color.
- ,Assigning a Different Material to an Object
- *cOWhen .ged or .ai files are loaded into Renderize Live EZ, materials are created
- *2Rand assigned to the different objects, or parts of objects. These assignments can
- *2Mbe changed by simply assigning a new material to the object as a whole, or by
- *2Massigning new materials to parts of the object on a polygon-by-polygon basis.
- +xB)Re-open the Object Designer with "cyl_f".
- w&Tutorial 4: Texture Mapping Techniques
- Times New Roman
- 4Now let's assign a different material to the Object.
- Select the
- . button on the Resource Manager to display the
- Material Resource Palette.
- *A9Now drag the material "marble" from the Material Resource
- *2?Palette and drop it into the Material Well at the bottom of the
- Object Designer.
- KFigure 44. Drop a material into the Material Well of the Object Designer to
- assign it to an object.
- $Select "Save" and confirm "Replace".
- Close the Object Designer.
- Select the
- 1 button on the Render Toolbox to quick-render our
- changes.
- RThe brick material at the top of the cylinder is replaced by the marble material.
- *A;Following is another way to assign a material to an object.
- +xBADrag the object "cyl_f" from the Object Resource Palette and drop
- *2.it into the Move Well on the Project Designer.
- *A@Drag the material "cyl_f" from the Material Resource Palette and
- *23drop it into the Move Well over the object "cyl_f".
- @The brick material is now reassigned to the top of the cylinder.
- Select the
- 0 button on the Command Bar to display the Render
- Toolbox.
- Select the
- 1 button on the Render Toolbox to render the view.
- Creating Material Libraries
- *bPIf you would like to save a material from one project for use in other projects,
- *2Msimply create and save a project that contains material resource information.
- *>=When you want to include a material in a project, select the
- button to load
- 7the .eye project file containing the desired materials.
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