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clipka <ano### [at] anonymousorg> wrote:
> Am 25.01.2015 um 07:58 schrieb Mr:
>
> > it works seamlessly, now both uv textures map the same. this is the python
> > making the translation (z can be scaled and offset as well):
> >
> > mappingDif = ("scale <%.4g,%.4g,%.4g> translate <%.4g,%.4g,%.4g>" % \
> > ( 1.0 / t_dif.scale.x,
> > 1.0 / t_dif.scale.y,
> > 1.0 / t_dif.scale.z,
> > 0.5-(0.5/t_dif.scale.x) + t_dif.offset.x,
> > 0.5-(0.5/t_dif.scale.y) + t_dif.offset.y,
> > 0.5-(0.5/t_dif.scale.z) + t_dif.offset.z))
>
> Looks good. The offset should be fine, too, provided Blender applies
> offset after scaling; if instead it applies offset before scaling,
> dividing the offset by t_dif.scale.* should do the trick.
>
> Glad I could help :)
Thanks a lot. Hum... well, Now the same formula doesn't apply to environment
mapping, there is another discrepency, I'm trying to get rid of:
Blender:
http://www.pasteall.org/pic/show.php?id=82796
POV:
http://www.pasteall.org/pic/show.php?id=82797
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