Texture for materials

Source: Internet
Author: User

One or three Paster methods:

Textures refer to how materials are "wrapped" or "coated" on the ry.

We call the texture-based image a map ).

1. Any standard element method: Check Generate mapping coords (generate texture coordinates). 3DS automatically generates the corresponding texture coordinates.

2. uvw editing modifier: You can change the texture positions in the U, V, and W directions to adjust the texture position on the object. (Gizmo can be used to adjust the position of the texture on the object surface ).

3. For non-standard objects, you can use special texture coordinates and controllers to set ing coordinates.

  1. Two special textures:

(1) Automatic reflection textures: no texture coordinates are needed at all. On the one hand, it is automatic and does not need to adjust the texture to match the environment; on the other hand, it must spend more time for computing during rendering.

(2) refraction: it can give people the illusion of transparency. This is because the environment image is "pasted" on the surface of the object, so it seems to be observed through the surface of the object.

Ii. texture coordinates

  1. Uvw coordinate space: although the scenario and its objects are described by XYZ coordinates, uvw coordinates are used for bitmap and textures. The uvw coordinate of the bitmap indicates the ratio of the bitmap. We focus on the Growth of bitmap, rather than its precise size.

    U and v represent the units of width and height related to bitmap. The U axis and V axis intersect at the center of the bitmap to define the UV coordinate origin of the texture.

    The W axis rotates the Texture projection 90 degrees relative to the texture surface, and the W depth coordinates also affect the map Texture type.

    2. parameterized texture: it can be a part of an object creation parameter or a part of the surface editing modifier. It is usually valid when the Generate mapping coordinates check box in the object definition or editing modifier is selected.

    3. uvw editing modifier: When parameterized textures are not suitable or are no longer valid, you must use the uvw mapping texture editing modifier to manually specify the texture coordinates.

    If the active selection set is the face or patch of the Secondary object, the texture is only assigned to the secondary object. Otherwise, if vertice or edge is selected ), the system maps the entire object.

    4. Adjust the bitmap size and position:

    (1) Adjust texture parameters of the Texture Type

    (2) Adjust the projection type and parameters of the uvw editing modifier.

    (3) Adjust the location, direction, and ratio of gizmo of the uvw editing modifier.

    (4) adjust the parameters for creating adjustable parameterized textures

    (5) Use unwrap uvw to edit the modifier and locate the uvw texture node.

    Texture gizmo

    Material Parameters

    Move Transform

    Offset parameter

    Rotation Conversion

    Angle Parameter

    Scale

    Tiling Parameters

    Tiling parameter (reference point in the lower left corner)

    Tile parameters (based on the gizmo Center)

    None

     

    Flip Option

    The tiling value is-1.0.

    3. Align textures (gizmo ):

    1. Fit: center of the selected set that enables gizmo orientation to be activated, and zooming gizmo to match the range of the selected set.

    2. Center: Maintain the location and size of the gizmo and move its center to the center of the active selection set.

    3. Bitmap fit: checks the ratio of the selected bitmap and scales the horizontal direction of gizmo to match the aspect ratio of the bitmap.

    4. Normal align: normal align

    5. View align: drag the texture icon of the window to redirect without changing the size.

    6. region fit (Region match): You can drag the viewport to define the region of the texture icon without affecting the icon direction.

    7. Reset: use the default orientation and size to determine the selected gizmo center.

    8. Acquire (get texture coordinates): You can copy a texture from an object that has used the uvw texture editing modifier or the display editing modifier.

    4. Texture projection types (6 types ):

    1. Planar: the planar is used on the object surface vertically or in Normal directions.

  2. Cylindrical texture: IT projects its coordinates from the center of gizmo to an infinite distance.

3. Spherical texture: place its coordinates from the center until all directions are projected to an infinite distance, just like a magic lamp.

4. Shrink deformation map: only deformation occurs at the bottom of the map.

5. cube textures: Flat maps that can be used in six directions.

6. surface textures: similar to the surface textures in the material editor. It can assign a surface map to a selected surface set that can be edited by the unwrap uvw editing modifier.

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