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Gilles Tran wrote:
> 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.
Yes, I understand that now... :)
> 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.
I was more thinking of clear lines, such as lines in clothes, and lines
separating clothes texture and skin texture. Making those match up
completely continuously would seem difficult to me.
> 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.
I can imagine. One thing I can't understand is the limitation in POV-Ray
that UV vectors have to be UV (2d) vectors instead of 3d vectors. The
textures are 3d anyway, even image_maps, and one could easily take
advantage of 3d procedural textures if 3d coordinates were allowed in UV
maps. (I know that UV means 2d, but what things are *called* isn't
really the issue here. I see no practical reason for the limitation.)
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk
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