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birbidouille
02-22-2007, 10:07 PM
Hi,
it's probably a real beginner question but I don't understand the purpose of having the possibility to use multiple uvw map channels on a single object. I looked at an answer on the net but nothing that explains me that: what can I do with multiple map channels that I can't with another techniques ??? Could you depict me the "historical" background of this technique, why they introduce it in 3D packages ? In which workflows is this technique is used ?

Even if you have one part of the answer, you're really welcome :-)

soulburn3d
02-23-2007, 01:27 AM
Here's a tutorial that uses the technique...

http://www.neilblevins.com/cg_education/map_channels/map_channels.htm

In short, you COULD just setup a single splayed out uvmap for everything, but sometimes it's faster to use multiple.

I also use it a lot to place graphics on an object. Say you have a bottle and a label, it's usually faster to have a large cylindrical uvs set for the bottle itself, and then a smaller second set to place the label on the bottle. If you had to do that with a single set, you'd be spending a bunch of time figuring out where on your bottle the label needs to go in photoshop, and playing with stretching and unstretching the graphic, wheras you can control that easily and interactively inside your 3d application with a second uvset.

- Neil

soulburn3d
02-24-2007, 04:41 PM
Here's another thread discussing a great example of where to use multiple mapping coordinate systems.

http://forums.cgsociety.org/showthread.php?f=6&t=467167

- Neil

birbidouille
03-10-2007, 08:45 AM
Thanks a lot for your help :-)

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