View Full Version : texturing polygons
estudiodesign 07-06-2009, 02:37 PM Hi,
sounds easy and should be a no brainer but I seem to miss some trick...
I want a texture (or a shader) to appear just in certain areas of a body.
So in the texture window I go to the polygon tool, select my polygons
in the view window and then I set alignment to "Polygons".
And voila..."as assumed"...the COMPLETE body is rendered with my texture.
I read the manual but I can`t find a note about what I could have been missing.
Any ideas ?
(That`s on a PC with V8)
Thanks
Tom
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ediris
07-06-2009, 03:34 PM
What type of model, is it an organic model or a solid surface. When i have trouble texturing an object i use Camera Mapping to texture my mdel, that works for static models, with no deformations.
An organic model is more complex sometimes a simple projection texture will work as planar projection but again you get some distorted texturing nothing you cant handle.
Since 2.8 these feature is Animator but not being able to work for me either.
Why is it there anyways?
If you have another 3d app to texture your model just exported as FBX it will save your UV coordinates, you need to align them properly but no problem there Modo or C4D will do the job.
Edgard
monday1313
07-06-2009, 03:47 PM
not sure if this will work, but have you tried turning off negative z (if applicable) and moving the texture so it's just above the surface?
AVTPro
07-06-2009, 07:35 PM
Do you have pic? I think it's only a placement feature. Do you have repeat off? It may not be an "alpha" type feature.
futagoza
07-06-2009, 08:42 PM
Hi Tom,
i did a quick test in 6.5 on my Mac with 3 images and it works. With shaders directly i doesn´t worked. I set alignment also to polygons and also fit to selected polygons and tiling to none.
http://i216.photobucket.com/albums/cc193/Stefan002/Bild1.png
Regards
Stefan
AVTPro
07-06-2009, 09:35 PM
Good show Stephan. :applause:
FrankyCh
07-06-2009, 10:43 PM
The only problem with "fit to selected polygons" is that your texture has to be the proper size you want to show. You can't resize or move it to adjust its appearance. The only way to do adjust it would be to use the cropping option.
Cheers
Francois
estudiodesign
07-07-2009, 07:45 AM
Hi,
thanks for your answers.
Here is a picture...I have to do drill bushes (right translation ?).
As you can see there are certain parts which are not polished (black).
Models came as step-files which I converted to fact via formZ.
The body is originally built as one part.
Normaly no problem...
I could split the bodies to have two parts which I could texture differently.
Or I could double that black faces and offset them slightly to have them as extra parts.
But I thought it should also work easily with the polygon tool.
My idea was to set a metal material to the complete body and then put a second
material above (black colour) which should appear only in the selected polygons.
:shrug:
best
Tom
futagoza
07-07-2009, 08:04 AM
I believe that EIAS does not support multiple materials per object. so you would end up with the polygon selecting technique with the same settings for the material and only the diffuse color would be different. (Someone prove me please that i´m wrong.)
Regards
Stefan
estudiodesign
07-07-2009, 09:14 AM
Hi Stefan,
it doesn`t work with a single texture/material either.
Here is a picture...the red colour should only appear in the middle section.
It doesn`t work at all...don`t know why.
May be there is a secret combination of options to set to make it work.
May also be I´m simply too stupid for that software.
Or is it just that we don`t need basics like an intuitive working texture system
because we have GI and photons now....sorry, I´m a little bit upset now.
Well no problem...
Business as usual...some wasted hours...ending up with a workaround.
I should have known...;-)
thanks again, best
Tom
PS
May be one more idea could be to colour the black faces in the model file
and work with a reactive shader... have to try this.
arketype
07-07-2009, 09:48 AM
The polygon texture tool is only for placing textures on polygons.
It does not separate the polys from each other, or split the model for multiple materials.
Each object (or more precicely: "group") in EIAS can have a single material applied.
It is best to separate these into multiple objects in a modeling app for applying different materials.
It is of course POSSIBLE, to simulate different materials by using texture maps to control the color, reflectivity, bump, etc. on different parts of an object. The idea posted about reactive shaders would also work in theory, but this is all less efficient than just splitting the model into multiple objects, and applying a different material to each.
I hope this clears up any confusion. ;)
Dave
estudiodesign
07-07-2009, 10:37 AM
Thanks Dave,
yes...such kind of confusion happens often in EI (at least for me) ;-)
You are right, I better handle it as usual splitting the model in parts before importing.
But...
In my last attempt I tried exactly what you describe.
I wanted to place ONE texture (simply a redcolour.img as a single material)
on preselected polygons. So why doesn`t it work ?
That is what I assume to happen when I read the manual concerning this.
Or does it mean I can only select one polygon for one texture...
Still confused... ;-)
Thanks
Tom
futagoza
07-07-2009, 11:17 AM
In my last attempt I tried exactly what you describe.
I wanted to place ONE texture (simply a redcolour.img as a single material)
on preselected polygons. So why doesn`t it work ?
That is what I assume to happen when I read the manual concerning this.
Or does it mean I can only select one polygon for one texture...
Still confused... ;-)
Thanks
Tom
When you look at my sphere image (some posts above), i used one texture with one polygon and the 2 bigger ones i used 4 polygons each.
So this works.
Regards
Stefan
estudiodesign
07-07-2009, 11:53 AM
Hi Stefan,
assigning a flat texture to one or some polygons obviously works.
But try to map a texture just to the complete middle polygon row of a cylinder
as I tried to do in my example above (cylindrical mapped).
This doesn`t work for me, may be I missed something.
But I guess I simply expected too much from that tool.
best
Tom
FrankyCh
07-07-2009, 12:20 PM
Hi Tom,
to do that you need to properly scale and move your texture (in the y axis) so that it covers just the section you need. And make sure the y tiling is set to none.
Cheers
Francois
arketype
07-07-2009, 01:12 PM
Thanks Dave,
yes...such kind of confusion happens often in EI (at least for me) ;-)
You are right, I better handle it as usual splitting the model in parts before importing.
But...
In my last attempt I tried exactly what you describe.
I wanted to place ONE texture (simply a redcolour.img as a single material)
on preselected polygons. So why doesn`t it work ?
That is what I assume to happen when I read the manual concerning this.
Or does it mean I can only select one polygon for one texture...
Still confused... ;-)
Thanks
Tom
The red.img will be "scaled" to the selected polygons, but "applied" to ALL the polygons of that object.
If you disable repeat/mirror for the map and include an Alpha channel as a mask it is possible to constrain the map to a small portion of the model, but technically the map is still applied to the model as a single group. Not just those selected polys.
You really have to split the model into multiple groups for different materials.
Dave
ediris
07-07-2009, 02:35 PM
Hi Tom,
We had that problem long time ago when texturing a bottle for example you duplicate the model just a bit, that is another way.
Another one is to assign different maps to control its reflectiveness you need an 8 bit image applied to the reflectiveness.But as Dave mentioned there will be only one textured per model.
Edgard
futagoza
07-07-2009, 09:41 PM
Hi Stefan,
assigning a flat texture to one or some polygons obviously works.
But try to map a texture just to the complete middle polygon row of a cylinder
as I tried to do in my example above (cylindrical mapped).
This doesn`t work for me, may be I missed something.
But I guess I simply expected too much from that tool.
best
Tom
Hi Tom,
i tried it with a simple cylinder made in Silo, un-subdivided of course to avoid selecting to much polygons, and here´s is my result. I used 3 different textures (.gif, no alpha of course) as you can see (Map Type flat!). The middle one in red i used two polygon rows. In the image you see four cylinders (duplicates of the left one) and rotated each 90 degrees so that you see that i selected all polygons around the cylinder.
The only thing i had to do was adjusting a bit the X-Scale in the Projection Tab to get rid of a very thin white seam.
http://i216.photobucket.com/albums/cc193/Stefan002/cylinder.png
Regards
Stefan
estudiodesign
07-08-2009, 07:24 AM
Thanks all for your answers !
Stefan, that`s cool... :thumbsup:
I assume that your red texture (as example) is exactly scaled to the
y-height of your two polygon rows...right ?
If not...if the texture covers the complete model (in y), it would show up overall
as Dave describes....not limited to your selected polygons...that`s the point.
Sure...for what I needed here I could have done it this way...using a proper scaled and
positioned coloured map.
But just one more thing...hope you can see it on my photo with the drill bushes.
The complete inside and the inner bevel don`t show up in black.
To solve this you depend on a texture only showing up on certain selected
polygons...or you have to split the bodies :shrug:
My question was not only about my given problem in the end, more about "principle"
concerning that polygon tool.
But I´m curious...Would you mind to send me your project file ?
Meanwhile I did it as usual...I splitted the model.
Good to know...this seems the way most users handle this.
May be after all I´m not as stupid as I always thought... :buttrock:
Thanks again
Tom
futagoza
07-08-2009, 07:45 AM
Thanks all for your answers !
Stefan, that`s cool... :thumbsup:
I assume that your red texture (as example) is exactly scaled to the
y-height of your two polygon rows...right ?
If not...if the texture covers the complete model (in y), it would show up overall
as Dave describes....not limited to your selected polygons...that`s the point.
No Tom, i have not scaled it in Y. I don´t know were Dave has this from.
All three textures i used are all equal in size (640x120)
But just one more thing...hope you can see it on my photo with the drill bushes.
The complete inside and the inner bevel don`t show up in black.
To solve this you depend on a texture only showing up on certain selected
polygons...or you have to split the bodies :shrug:
Well, i will give it a try and see what happens.
But I´m curious...Would you mind to send me your project file ?
Just drop me a PM with your email adress and i send you the file when i´m home this evening. Can be a bit late, of course.
Regards
Stefan
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