Hi Frank,

From the Subject of your Mail - "textur map problem with a sharp edge with sphere", I have just this to add.

As far as I remember their is some problem with uvsets and weighted faces [ If you are using these ]. Will this hold through with adding textures to sharpened / weighted edges? Not sure if this problem has / will be ironed out. It was a topic of  debate on the list a while back.

By using edge loops one could get around this in some way:

http://www.tidalsound.com/3dstuff/uvset_scrshot.jpg

Here is a textured robot santa, note the stretching of the textures denoted by the rivets:

http://www.tidalsound.com/3dstuff/santa2.jpg

As far as I remember this was due to sharpened - ish edges, textures did not form properly around these.

Their are others more qualified to talk about this. As far as I remember Boris had some words to say on it.

Hope this is of help, and if I am off the topic by a mile or two I apologise, if so dump me in the trash can and forget I said anything :)

Cheers
Aidan

PS - I am only just waking up - hard few days gigging, and two more to come today ... rock on dudes!


e
At 08:59 07/08/2006, you wrote:
Hi
 
I'm not quite sure what you intend, but if the problem is getting a seam you can always offset your image horizontally in Photoshop and clonestamp the problematic seam away, then offset back to original.
 
A texture can be prepared for spherical projection by using Photoshops Polar Coordinates filter. Clone layer and select it. Do Polar with rectangular -> polar. Select a feathered centerimage from the background and merge it with Layer 1. Do Polar again with polar -> rectangular. Rotate the canvas 180° and repeat for the lower part of the picture. Stretch Layer 1 and Layer 2 (the two spherical halves) into a single image and merge all. Doing from memory here, probably better to look up proper tutorials on the net :)
 
To make VSL noise repeatable the obvious solution is a triangle curve attached to i.e. the x input. Problem here is a noticeable flipped noise. This can be avoided by activating 4th dimension and inputting it from the x-coordinate with an offsetted triangle curve (instead of the commonly used time input for the 4th parameter). Posted something like this earlier (seamless noise), if none of this makes any sense :)
 
Karl
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Matthias Kappenberg
Sent: Tuesday, August 01, 2006 9:06 AM
To: [email protected]
Subject: Re: textur map problem with a sharp edge with sphere

Stupid question:
Is the texture tileable?
 
Matthias
----- Original Message -----
From: Frank Brübach
To: [email protected]
Sent: Monday, July 31, 2006 11:00 AM
Subject: textur map problem with a sharp edge with sphere

dear rs friends, I have tried to mix some textures (texture map/environment map) for a sphere and some sds capsules (a kind of water textures), but I have got always this sharp edge in the middle of the sphere (I have imported a sky.jpg) as texture. I guess its a question of using the uv maps or the uv coordinates to avoid this. I never used it before. Does anybody knows how to make a "round" texture for the sphere? O.k., its just a beginner question, but I have started at saturday with mixing textures and colors and using the texture map, so my first steps ;-), best regards, Frank Brübach

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