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On 2/29/20 5:39 PM, Leroy wrote:
> I was making my own Mesh2 pulleys belts. Every thing work find or so I thought.
> I test the mesh2 using solid colors and color maps with Normals Finishs in a
> complicated texture.
> Then I found out that part of the mesh worked back on it self. When I fix that
> and tried color map or image maps it froze. That is :: if you try to translate
> the texture then put it on the mesh The IMAGEs don't move! But the Normals do!
> I've never seen anything like it.
>
...
>
> I've set the uv vectors from <0,0> to <1,1>
>
> Anyone seen this before?
>
Hi Leroy,
Not here. Perhaps someone using meshes regularly understands why you see
what you see. I'll offer guesses/rambling in the meantime - while having
a feeling you are using the mesh uv mapping mechanism in a somewhat
unusual way.
- In my experience the mesh image maps would point into the image,
texture or material with uv vectors in some sort of fixed / one time
way. Perhaps this behavior is hard coded in a way that bypasses a
texture's modifiers for image maps? The normals you specified would be
outside any fixed uv image mechanism - if such a thing exists. Hmm, what
happens if you use something other than an image_map with BTex[3] - some
gradient x pattern with vertical stripes maybe? Does that then move with
the normals?
- It looks like the BTexX translate is in x only. Have you tried an off
axis translation to be sure you are not hitting some sort of harmonic
with the image movement where it happens to be the same at every B_TexLoc?
- When you say you've set the uv vectors in the mesh, I assume you mean
you are pointing mesh vertexes at the appropriate locations in the BTexX
texture. I suppose you're aligning those with the gradient y in some
fashion(1).
I've played with meshes in mapping other formats into POV-Ray and doing
simple stuff color to vertex stuff, but, my understanding of how the
POV-Ray uv mesh mechanism 'really works' is shallow(2).
Bill P.
(1) - Find myself wondering whether uv coordinates outside the <0,0> to
<1,1> range would work... I can't now see any reason they couldn't
function. Suppose, I'm wondering too, if texture movement could be
accomplished by shifting the uv vectors for each frame. Today, we reload
everything in the scene for each frame - so should work I think, and
even if constrained in the 0-1 range. Hmm, Could make for some
interesting animations shifting materials/textures around on an incoming
mesh - blurring a mesh model's materials by merging frames. Anyway...
(2) - With mesh image mapping, wondered how the mesh mapping pros handle
an image's interpolation seams. Are appropriate extra pixels carefully
added to the images internal edges/cut-outs to be sure any 'image'
interpolation results in a clean texture on the mesh at those seams?
Does such a thing happen by side effect of mesh painting - is there some
overspray area? I'm curious if anyone knows - otherwise, someday maybe
I'll investigate. You've mapped without POV-Ray image interpolation /
smoothing, so my question matters not in your scene.
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