|
![](/i/fill.gif) |
3d73d492@news.povray.org...
> And also the back and the front of the body I assume? And here, it is
> not just the map that is split up, but the actual mesh object is split
> into several meshes right? Because that would be the only way to make
> those "jumps" in the UV-coordinates as far as I understand.
Not always. For example, the vertices for the "eye" part may refer to
another map that the vertices for the "lips" part, while sharing the same uv
plane.
> Ah, indeed I couldn't imagine what the alternative to that would be. It
> sounds like a rather big limitation though, in cases where you want a
> detailed and non-plain texture covering the whole object.
From a practical point of view it's not such a limitation. It is for
textures that have some regular pattern if you want the pattern to be 100%
continous over the shape (such a checkerboard pattern). Fortunately, for all
practical purposes, those sort of patterns are rarely used. Natural patterns
like skin have a lot of randomness that make seams quite invisible. Man-made
objects are even less of a problem. Personally, I find the stretching /
pinching artefacts more problematic and actually quite visible, even on
production-quality 3D.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
Post a reply to this message
|
![](/i/fill.gif) |