|
|
One solution is to export the object as DXF, convert it to OBJ (with
Crossroads) and then map the OBJ object with Steve Cox' UVMapper (it lets you
arrange the zones to map). Save the map and the object (with uv info) and
convert the OBJ object to POV (with Warren Mann's OBJ2POV or Cliff Bowman's
OBJUVPOV), or convert the OBJ to 3DS and then to POV (with Thomas Baier's
utilities). I suppose Uncle Ken has all the links to these utilities...
Gilles Tran
Nathan Kopp wrote:
> > Is there a way to texture the model so that an image_map is mapped only
> > once to the whole model?
> > If I just add the uv_mapping to the union of beziers and give it a
> > pigment { image_map { gif "whatever.gif" } } the image gets mapped to
> > every patch.
> > So is there a way ?
> >
>
> Yes and no. Yes, there is a way. No, it's not easy.
>
> The reason is that sPatch is not aware of uv mapping in POV, and therefore
> it does not export any UV coordinates. So, UVPov (or the superpatch)
> assumes that the UV coordinates of each patch are <0,0> on one corner and
> <1,1> on the opposite corner.
>
> You would currently have to go in by hand and add uv coordinates to each
> patch. Not fun.
>
> Or, someone could write an exporter for sPatch (IIRC, there's a
> sPatch->Moray exporter) which is UVPov-aware.
>
> -Nathan
Post a reply to this message
|
|