View Full Version : simple texture stretching?
sebast1an2 11-23-2003, 03:12 AM hello, i have an image like this:
http://www.abmedia.com/astro/misc/highway-stars.jpg
..and try to map it on a polygon plane to get the texture of the asphalt.. seems to be simple, but the texture doesn't stretch symmetrical to the quads of the plane and i get some triangular folds... i know that has to do with the invisible triangles of the polygon geometry, but i havn't found an options for this..
so how can i solve this problem?
thx
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gmask
11-23-2003, 03:23 AM
I you mapping this whole image or just the road for the asphalt texture??
On etrick is to do a camera projection.. match the camera and the plane to be your orad the perspective in the image. This will give the illusion of a fully texured road to infinity but of course the farthe ryou get formthe original starting point the worse the textur ewill look because there is only so mcuh detail in it and the accuracy of the mapping will eventiual fail.
sebast1an2
11-23-2003, 03:36 AM
hi, it's only for the texture of the asphalt.. and i want to do this with planar mapping;-)
any ideas?:shrug:
Garma
11-23-2003, 12:05 PM
no that's not his question :p He (and I) wonders whether you want to map that whole picture on a plane or that you want the plane to be asphalt and that you are trying to get the asphalt from that picture?
For the former why would you do that and for the latter don't use this picture. Either draw it yourself or get a good picture from the wwww :)
sebast1an2
11-23-2003, 09:54 PM
Originally posted by Garma
no that's not his question :p He (and I) wonders whether you want to map that whole picture on a plane or that you want the plane to be asphalt and that you are trying to get the asphalt from that picture?
For the former why would you do that and for the latter don't use this picture. Either draw it yourself or get a good picture from the wwww :)
ok, my mistake:D
my question is more about "image based texture mapping" and there are some problems with the invisble "real polygon traingles" from the quad geometry... cause if i place the parmpoints from a quadpolygon-plane (in the uv texture editor) an the road-edges i get some unsymetrical (triangular) folds in the texture...
for example:
i want to map only the part of the asphalt to have it
(un?)-stretched on a polygon plane.. and i want to do this with planar mapping, cause projection mapping isn't that easy to handle and could make some problems with baking etc...
..it's only about this unsymetrical stretch problem with polygons:shrug:
dmcgrath
11-24-2003, 01:45 AM
Screenshots??? There is something getting lost in translation here. I can't quite undertsand what you are saying, sorry.
sebast1an2
11-24-2003, 02:38 AM
ok again... please forget all what i've wrote...
the question is only:
"how to map this perspective part of the asphalt (for example)onto a polygon plane and distorting it relative to the plane?"
exactly this, nothing else. the problem is only, that the texture doesn't stretch symmetrical if i move the parm-points in the uv texture editor to this triangular oriantation...
:shrug:
sebast1an2
11-24-2003, 08:22 AM
ok, i've added an image to show these triangular "texture disortations". these blue lines show you the flow of the road-perspective...
..it seems to be that this has to do with the invisible polygon-triangles from quad geometry....
any ideas?
sebast1an2,
I see what you mean with the hiden triangle thing.
You sure try it the difficult way. Why not undistort your texture in photoshop? And make it tileable? The quality of the render will be the same. (Here I mean bad).
Because, even though it is a great picture of asphalt, it does not serve your purpose well. (Distorting to get rid of the perspective and distorting again to apply a 3D perspective)
A great texture would be one photographed as you would project it on your 3D model. (Planar in your case, and not with perspective already applied to it)
So take route of the least resistance and use another picture.
Tom
sebast1an2
11-24-2003, 12:35 PM
tomd, thanks for your effort;) ..but this is nothing what i didn't know...
..my question is more about "image based texture mapping" and
to get the reflections of this asphalt into a compositing...
so why doesn't stretch maya textures on polygon quads symetrical? :shrug:
sebast1an2
11-25-2003, 06:07 AM
:shrug:
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