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View Full Version : instanced items... take texturing attribs too?


MrPunkin
12-16-2002, 09:33 PM
I was wondering, I have the shingles on my roof all instinced back to the original side of the roof of a house I am doing... so that if I change one side, I dont have to individually change all the others. I was wondering though, when I apply all my different textures (probably 6 or so for different colors of wood and different grains) to random shingles on that side, will all the rest get it too, or will I have to map all seperately?

MFreywald
12-17-2002, 12:44 AM
Your best bet is to make 6 individual shingles. One for each material you'll use. Then instance those and distribute randomly. Cause, yes... The texture will change for each instanced object if changed on one of them.

MrPunkin
12-17-2002, 10:20 AM
nonono.... I mean, I have a 4 sided roof... I made one side out of like 30 shingles... and then instanced the whole group of them. I was planning on mapping about 5 different styles randomly on the shingles on the first roof side(all shingles on that one side are individuals, not instances or references), and was hoping the other 3 sides would pick this up too. From what you say it sounds like it will work fine.

MFreywald
12-17-2002, 11:15 AM
Ah...yes...ok, I gotcha now. Sorry about that. Yea, that should work out right. Only problem I forsee is all 4 will 'look' exactly the same and you'll loose the illusion of randomness. One suggestion I could make is.. after you instance each side do some tile swapping on each side so it's random for each side.

Chris Thomas
12-17-2002, 03:31 PM
2 issues

1.geometry
2.textures

Map all your base shingles so they map correctly, then instance them to the other side of the roof. At this point both the geometry and textures are instanced. But you can break that relationship by just using whatever textures you want on each new instanced shingle. you can see this by doing a simple test.

create a teapot, texture it with a basic red material
instance the teapot three times, each instance uses the original red texture. now create a yellow, green and blue texture and apply 1 to each instanced teapot. You now have four instanced teapots (geom) with a different texture on each. Also if you think about it each texture when applied to muliple objects is also an instance. And.... also the UV coords use a simple naming convention (numbers, default 1) and this also allows ease application to any surface with mapping. Both of these may seem obvious but are far from simple often in XSI and to some extent Maya, where UV projections often use larger names, which can change due to duplication, a right pain in the arse... :D

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