| Just undistort the mesh yourself, You can edit the mesh vertices in the UV window just like you can in the 3D model window. Select all your verts, shift them upwards until they're vertically centered over the texture, press 's' to scale, 'y' to change only the y axis, and holding 'control' (ctrl) to move in "steps", move the mouse until you're doubled the height of your unwrapped uvs.
You can see the scale factor and axis in the bottom/top left of the view if you have the window header displayed and with control held it moves in stops of .1, making obtaining a perfect scaling factor of 2 easy.
Alan. On 25 Aug 2006, at 22:50, Pete Carss wrote: I've been using Blender for years (I paid my €50 toward the source) - and have been following this thread with interest - I've learnt more about Blender from this thread than I have for ages. I didn't know about any of the alternative texture mapping facilities...
So armed with these new techniques I've been trying to map either equirectangular or fisheyes onto a sphere for dome projection of panoramas via OSG. I'm having a lot of trouble though. The problem I have is that either of the two formats ( 2 fisheyes or equirectangular) have an aspect ration of 2:1, when I unpack my mesh, it appears as a net covering roughly half of the grey square that shows in the UV/Image window before you've loaded an image - which means it's 2:1. As soon as I load an image (2:1) the unwrapped mesh 'squeezes' itself to 4:1 covering only half my texture.
This tutorial:
Seems to be doing exactly what I need. This section:
Shows almost exactly what I'm up to - and if you look in the UV/Image editor he has a 2:1 texture with an undistorted unwrapped mesh....
Any ideas what I'm doing wrong.
Yours
Pete
Pete Carss - Research Assistant, Immersive Vision [ i ][>][...] - Institute of Digital Art and Technology CETL (Centre for Excellence in Teaching & Learning) Experiential Learning in Environmental & Natural Sciences University of Plymouth, Drake Circus, Plymouth, PL4 8AA, Devon, UK
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