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So, I'm trying to take the face subdivisions from a QuadSphere and uv-unwrap
them so I can overlay it on an image map.
I tried generating cartesian corner vertices, converting to spherical
coordinates, and then just plotting those theta and phi angles on the x and y
with faux-sphere-sweeps for the horizontal and vertical coordinates, and got
some odd results.
Apparently Blender has some sort of add-on / plugin to do this with a mercator,
but I couldn't heads or tails of the code --- yet.
https://blender.stackexchange.com/questions/3315/how-to-get-perfect-uv-sphere-mercator-projection
// Draw Horizontal Lines
union {
#for (Y, 0, faceResolution)
#for (X, 0, faceResolution, Smoothness)
#local Percent = <X/(faceResolution), Y/(faceResolution)>;
#local pointOnUnitCube = upVector + (Percent.x-0.5)*2*AxisA +
(Percent.y-0.5)*2*AxisB;
#local pointOnUnitSphere = Remap (pointOnUnitCube);
#local Vertex = pointOnUnitSphere*PlanetRadius;
#local LL = C2S (Vertex);
#local CurrentNS = LL.x/90;
#local CurrentEW = LL.y/180;
#local Current = <CurrentEW*S, CurrentNS*S-HalfY, 0>;
#debug concat ( "Current = ", vstr(3, Current, ", ", 3, 3), " \n")
sphere {Current, Line}
sphere {Vertex, Line}
#if (X > 0)
cylinder {Last, Current Line}
#end
#local Last = Current;
#end
#end
pigment {rgb 0}
}
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Attachments:
Download 'cubesphere_uvgridmaker.png' (45 KB)
Preview of image 'cubesphere_uvgridmaker.png'
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