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luma clark
04-22-2005, 10:55 PM
hi. how can i map a texture onto a nurbs object? i have a revolve surface and a texture applied but the texture is mapped incorrectly. i think a cylindrical map would be best suited for this task. i have searched the docs but could find absolutely nothing on nurbs uv mapping. please help.

thanks,

luma

dmaas
04-23-2005, 03:42 AM
NURBS surfaces can't be UV-mapped like polygons because the isoparms themselves determine the UV layout of the surface. (Maya refers to this as the "normal" texture mapping - try playing with the texture placement node to see if you can get what you want). You can of course also use projection mapping for the texture. But for a revolved surface the natural UV layout almost always works. (you might try swapping the UV directions if your texture is going the wrong way)

luma clark
04-23-2005, 03:54 AM
NURBS surfaces can't be UV-mapped like polygons because the isoparms themselves determine the UV layout of the surface. (Maya refers to this as the "normal" texture mapping - try playing with the texture placement node to see if you can get what you want). You can of course also use projection mapping for the texture. But for a revolved surface the natural UV layout almost always works. (you might try swapping the UV directions if your texture is going the wrong way)

kay. i tried playing with the texture placement settings but it didn't work. i've attatched a screen shot of the model so you can se what's going on. the texture is going in the wrong direction but i don't know how to fix it.

please help.

thanks,

luma

luma clark
04-23-2005, 06:17 AM
okay. i did a 3d projection and it worked. it just dosen't show in the viewport. i was getting frustrated. kay. thanks. :^_^:

peace,

luma

jbo
04-23-2005, 07:05 AM
you fix it by swapping your uv direction, like dmaas said. you could use a projection, but that's a really half-assed way to do something so simple. also given the way that textures looks in the hypergraph, it won't map quite correctly with a projection anyway.

luma clark
04-23-2005, 07:09 AM
you fix it by swapping your uv direction, like dmaas said. you could use a projection, but that's a really half-assed way to do something so simple. also given the way that textures looks in the hypergraph, it won't map quite correctly with a projection anyway.

strange. i got it to work with a 3d projection. ??

thanks,

luma

jbo
04-23-2005, 07:10 AM
can i see the results? i have a feeling it's slightly distorted. even so, you're adding nodes to your scene for no reason.

luma clark
04-23-2005, 07:16 AM
can i see the results? i have a feeling it's slightly distorted. even so, you're adding nodes to your scene for no reason.

here is a render. it looks just as i wanted.

a projection seems most logical for this. how could i correct this otherwise?

peace,

luma

jbo
04-23-2005, 07:27 AM
yeah it looks good, i stand corrected about it not working, but you should still do it without a projection.

luma clark
04-23-2005, 07:30 AM
yeah it looks good, i stand corrected about it not working, but you should still do it without a projection.

how? i like this method because of the control but how could i do it another way? actually, i think this may be the only way for this situation since the texture doesn't occupy the entire object. i had to resize the texture placement to get it on right.

please inform.

thanks,

luma

:D

jbo
04-23-2005, 07:33 AM
like we said, swap the UV direction of the surface. the other changes can be made in the 2d placement node. it will work, and your scene will be lighter. If you have the option of using perfectly good UVs or a projection in exactly the same way, use the UVs.

luma clark
04-23-2005, 07:35 AM
like we said, swap the UV direction of the surface. the other changes can be made in the 2d placement node. it will work, and your scene will be lighter. If you have the option of using perfectly good UVs or a projection in exactly the same way, use the UVs.

kay. how could i swap the uv directions? that's what i wanted to do from the get-go, but couldn't figure out how.

please inform.

thanks,

luma

jbo
04-23-2005, 07:41 AM
in modeling mode... edit nurbs->reverse surface direction (option box) you want to do swap... after that you may or may not need to reverse either U or V so that your texture is not upside down (i can't really answer this for you as it depends on the way your surface is built)

you can then change the coverage attribute in the placement node

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