I'm going to conclude my inquiries in this thread because the problem I initially wanted to solve is solved (thank you). However, I've encountered some serious other issues with the actual display of the texture across faces, I'll create a new thread focused on that so as not to re-cause the problem of confusing one issue with the other.
Thanks once again! On Jul 4, 6:21 pm, Fabrice3D <[email protected]> wrote: > hey Away3dfan (i like that nickname :)) ) > > You just need to follow some rules... > A very important rule: you need to work clockwize for your vertices. > same rule for the uv's. > > the UV spread is simple > imagine a quad face, say a square: > > top/left = 0,1 > top/right = 1,1 > down/left = 0,0 > down/right = 1,0 > > u = 1 = width source. > v = 1 = height source. > > now only thing you need is choose a projection > you have more options > > if you choose for a flat projection, you need to work with the max and > min values of your mesh. > then in between its all a matter 0/1 in of percentage. In case of 2 > faces that forms a square, its the exact values > shown above. > > if you choose for "bending" where the texture is distorted according > to mesh, you can use division of > vertices per axe > > if you choose for distances from side, you need to choose one vertice, > and the furthest for both u and v. > Its handy for irregular shapes like a road, and is mostly used for 2 > plans covering. > the third plan shows elongated pixels at edges, you can see this in a > UV editor if you say for instance, project form left > on a cube, the middle faces are just a series of pixels stretched. > > there are like hundreds of ways to project, but these are the mostly > used. > take a look at the way PathExtrude does: there is distance and > percentage > > In roundedcube you also have an example of a 6map > n Sphere or irregular polygon, you can see circular projection. > In Lathe you have a regular circular projection... > > Enough examples to look at I think :) > > Fabrice > > On Jul 4, 2009, at 10:09 AM, away3dfan wrote: > > > > > I was unable to post images directly. Here are the links without > > leading http so as to confuse google enough to let me post them: > > > UV Error: img30 . imageshack . us / img30 / 4274 / uverror . png > > Original desired image: eclecti.cc / files / 2008/03 / face . jpg > > > (no w w w in prefix) > > > Thanks once again. > > > On Jul 4, 4:02 am, away3dfan <[email protected]> wrote: > >> So that's what UVs are for! > > >> I don't necessarily need a bitmap data if there's something easier, > >> that's just all I found in the documentation. > > >> In any case, the screen is no longer black on view (infact it's quite > >> a pretty render of a texture) however the alignments are still off. > >> The second face aligns correctly it seems, but I don't totally > >> understand what to do with the first face to get it to align > >> properly. See screenshots below if interested. > > >> Here is my updated code: > > >> // In class > >> [Embed(source="C:/pic.jpg")] > >> public var faceBitmap:Class; > > >> // In function > >> var texturedShape:Mesh = new Mesh(); > >> var f:Face = new Face( 0:0:0, 100:0:0, 100:100:0, null, new UV(0, > >> 0), > >> new UV(1, 1), new UV(0, 1 ) ); > >> var f2:Face = new Face( 0:100:0, 100:0:0, 100:100:0, null, new UV(0, > >> 0), new UV(1, 1), new UV(0, 1 ) ); > >> texturedShape.addFace(f); > >> texturedShape.addFace(f2); > >> texturedShape.material = new PhongBitmapMaterial( Cast.bitmap > >> (faceBitmap) ); > >> _scene.addChild( texturedShape ); > > >> Please note: vertex assignments would be in the form new Vertex( 0, > >> 0, > >> 0 ), etc. I'm using the above for clarity in troubleshooting. > > >> Can someone please explain to me how the UV assignments can be made > >> to > >> spread an image evenly across multiple faces? Any help is greatly > >> appreciated! > > >> On Jul 3, 9:00 am, Rob Bateman <[email protected]> wrote: > > >>> Hey away3dfan > > >>> if you want to texture a mesh with a bitmapmaterial, you will need > >>> to set uv > >>> coordinates on each face object to allow teh mesh to 'skin' itself > >>> with the > >>> bitmapdata you use in any bitmapmaterial. Have a closer look at > >>> any of the > >>> primitive classes like sphere or plane to see how you create and > >>> apply these > >>> uv coordinates > > >>> cheers > > >>> Rob > > >>> On Fri, Jul 3, 2009 at 8:36 AM, away3dfan <[email protected]> > >>> wrote: > > >>>> In my last post here I was working with the assignment of dynamic > >>>> materials to custom-defined objects, but I think this was a bit > >>>> premature for my understanding, so here I'm asking a question about > >>>> only one piece of my problem: > > >>>> I would like to create a custom mesh (a flat plane cutout, > >>>> really) and > >>>> apply *one* material stretched across all the faces in the cutout > >>>> (the > >>>> way it is when a texture is applied to a sphere for example). > >>>> This is > >>>> what I tried: > > >>>> // In class > >>>> [Embed(source="C:/pic.jpg")] > >>>> public var earthBitmap:Class; > > >>>> // In function > >>>> var texturedShape:Mesh = new Mesh(); > >>>> var f:Face = new Face( v1a, v2a, v3a ); > >>>> var f2:Face = new Face( v1b, v2b, v3b ); > >>>> texturedShape.addFace(f); > >>>> texturedShape.addFace(f2); > >>>> texturedShape.material = new PhongBitmapMaterial( Cast.bitmap > >>>> (earthBitmap) ); > >>>> _scene.addChild( texturedShape ); > > >>>> However, this results in the entire screen going black when the > >>>> face > >>>> is in view of the camera. The problem also occurs when only one > >>>> face > >>>> is used. Please can you tell me what is the correct way to apply > >>>> an > >>>> embedded texture to one face, or across multiple faces of a single > >>>> mesh? This will help me very much. > > >>>> Thank you! > > >>>> PS: Ideally I would have created only one surface with slanted > >>>> edges > >>>> to create the shape I want, but I believe the only way to do it is > >>>> with individual faces, so this is the method that I'm currently > >>>> using > >>>> even though it results in tiny spaces between a couple of the faces > >>>> which I have not found a way to get rid of yet. > > >>> -- > >>> Rob Bateman > >>> Flash Development & Consultancy > > >>> [email protected]
