|
|
Ross wrote:
>
> thanks, i'll have to try that as well. i'm a mesh newbie. so if i have a
> wood-like texture, instead of applying the texture to each triangle, by
> commenting out the uv_mapping block, it will apply one wood texture to the
> entire mesh object? that's in essence what i want to do.
>
Good question and I though I can't give you a thoroughly informed
explanation, this is as much as I think is true:
If you are using maps for your texturing, and the uv_mapping keyword is
present, you get the texturing behavior you expect
If you are using procedural textures, and the uv_mapping keyword is not
present, you get the texturing behavior you expect.
Any other permutation of these basic conditions will produce
difficult-to-predict results. This is usually due to scaling issues.
The uv_mapping keyword does not denote whether texture is applied to
individual triangles vs the whole mesh. That is what the texture_list
does. The uv_mapping keyword dennotes the source of the texture.
When the uv_mapping keyword is present, the texture is taken from a unit
uv space and then wrapped to the entire object surface. For csg objects
this can be done on regular surfaces such as spheres where the wrapping
can be calculated. For mesh objects the uv vectors supplied in the mesh
are used to get the wrapping effect. Basically they name the point in
the uv (source) space that sould be mapped to the associated vertex.
When the uv_mapping keyword is not present, the texture is taken from
the entire xyz space, whereever the object surface intersects the
texture, the texture value is returned and used. So if you are applying
a bitmap as a texture element to your mesh object, you must specify
uv_mapping because your bit_map is treated as if it is (in) the unit uv
space that uv_mapping uses as its texture source. So you can see how
miscues with this syntax could lead to scaling issues.
In the mesh2 object the texture_list is optional. If you do not intend
to apply different textures to different areas of the geometry within
the mesh2 object, you don't need it. But Poseray was developed to
facilitate the exporting of models between Poser and POV and so it is
pretty much always needed because that is how Poser organizes and
applied its textures.
Post a reply to this message
|
|