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Check the 'image_map' definition in the ?Scene help file. It tells what
it can do.
You will need a 'map_type' and possible the 'once' keyword to prevent
infinite copies of the image from tiling all over a object.
If it's a flat-faced object go with map_type 0 (default), if spherically
curved, type 1. And cylindrical, type 2. Type 5 is toroidal, donut
shaped and usually doesn't fit for many cases. No types 3 or 4 exist.
Important thing to consider, when type 0 is used and you want only 1
instance of the image you will have to add the once keyword and best to
translate <-0.5,-0.5,0> scale <imagex,imagey,1> first thing before
using it further.
You mentioned the image "without" object. You would need to do a
clipped_by with a plane {} statement using a box scaled to the size of
the image, this effectively is a image by itself. The shaped to various
objects can only be crudely applied. And in the case of the planar type
0 mapping, the image will always go all the way through to the opposite
side as if you've used any other 3D texture. The other map types wrap
around so aren't so noticable as such, yet if cut into would have the
image textured into the cores of the object.
Hope you can "Handle" it okay.
Handler wrote:
>
> Hi again!
>
> How do you include an image (gif) into a scene without image mapping it
> to an object? Can this be done. If not, how to you wrap it to an
> object without it looking all strange and stuff. I've tried it with no
> success. I keep getting the entire object wrapped with the image (gif).
>
> A very fustrated Handler
>
> Thanks!
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