[REQ] non UV texture mapping

Feature requests, bug reports and related discussion
Post Reply
13 posts • Page 1 of 1
William
Posts: 47
Joined: Tue Nov 20, 2012 10:49 am
Location: Australia

[REQ] non UV texture mapping

Post by William » Thu May 09, 2013 4:54 pm

Pretty standard feature this (maybe it's already possible), mapping other than UV coordinates, ie object/world/cube/planar/spherical/cylindrical

Object, world and cube mapping are pretty useful.

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

[REQ] non UV texture mapping

Post by zeitmeister » Thu May 09, 2013 9:22 pm

What the heck is object mapping?
Cheers, David



DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Re: [REQ] non UV texture mapping

Post by PureSpider » Thu May 09, 2013 11:00 pm

Just have your modeling solution bake stuff like cube mapping to a uvmap?

William
Posts: 47
Joined: Tue Nov 20, 2012 10:49 am
Location: Australia

Re: [REQ] non UV texture mapping

Post by William » Thu May 09, 2013 11:16 pm

zeitmeister wrote:What the heck is object mapping?
Okay perhaps my terms a bit messed up, Object mapping can usually suggest using another object for locating the texture.

But what I meant is actually more just like local coordinates or something, (the texture moves with the object), whilst global/world coordinates the texture does not move.

So for example, local coordinates/object (whatever the real name is), global coordinates and then you have the various projection methods - cube/planar/cylindrical etc
PureSpider wrote:Just have your modeling solution bake stuff like cube mapping to a uvmap?
Don't think so, imagine projecting a texture onto a field of instanced grass, impossible with UV mapping, for that you need global coordinates.

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Re: [REQ] non UV texture mapping

Post by PureSpider » Thu May 09, 2013 11:59 pm

William wrote:Don't think so, imagine projecting a texture onto a field of instanced grass, impossible with UV mapping, for that you need global coordinates.
Which you can then bake onto the objects in your modeling tool...?

William
Posts: 47
Joined: Tue Nov 20, 2012 10:49 am
Location: Australia

Re: [REQ] non UV texture mapping

Post by William » Fri May 10, 2013 12:10 am

No, impossible as I said.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: [REQ] non UV texture mapping

Post by CTZn » Fri May 10, 2013 12:18 am

It sounds to me that you are looking after ISL, the Indigo Shading Language.

You can script the projection you want. But it's not artist friendly.
obsolete asset

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: [REQ] non UV texture mapping

Post by Zom-B » Mon May 13, 2013 9:31 am

William wrote:Pretty standard feature this (maybe it's already possible), mapping other than UV coordinates, ie object/world/cube/planar/spherical/cylindrical

Object, world and cube mapping are pretty useful.
Is that a request for the Indigo GUI only? Since atm the mapping style from your 3D app gets simply transformed to uvm on export.

But nerveless, different mapping styles would be quite nice in the GUI. The most interesting style I know is box mapping with some blended traditions of the texture on the corner.... well... I just start a new REQ thread about that ^^
polygonmanufaktur.de

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Re: [REQ] non UV texture mapping

Post by Phil » Wed May 15, 2013 4:48 am

Hi,

I would also be pleased to see such a feature in Indigo especially planar mapping, this is something I missed from POV-Ray.
This should not only be availabel in the GUI.
The reason is, I could automated the process of texture mapping for about 80% what I need.

Cheers,
Phil

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [REQ] non UV texture mapping

Post by OnoSendai » Wed May 15, 2013 5:32 am

Hi, since this has been requested quite a bit, we will try and make time to look at it after 3.6.

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

[REQ] non UV texture mapping

Post by zeitmeister » Wed May 15, 2013 8:16 am

Cool!
This could speed up the export progress, too.
Cheers, David



DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64

William
Posts: 47
Joined: Tue Nov 20, 2012 10:49 am
Location: Australia

Re: [REQ] non UV texture mapping

Post by William » Wed May 15, 2013 3:36 pm

Great!

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: [REQ] non UV texture mapping

Post by StompinTom » Wed May 15, 2013 11:23 pm

PureSpider wrote:
William wrote:Don't think so, imagine projecting a texture onto a field of instanced grass, impossible with UV mapping, for that you need global coordinates.
Which you can then bake onto the objects in your modeling tool...?
Your instances use the same UV map, so once you bake one, you bake them all, so it doesn't work. You'll end up with a field of uniform color instead of the textured variety.

I suppose one workaround would be to have the UV map of the emitter object dictate the color of the instance (is it possible through an ISL shader to refer to use another object's UV coordinates?).

I suppose the grass shader would have to compare the position of each blade to the UV coordinates of the surface it's sitting on and derive its color like so...

Rambling now, but would something like this be possible with the scattering shader? Would love support for scattering in Blendigo.

Anyway, big +1 for other mapping types. Can save loads of time for complex or numerous objects. Simple box or global mapping simplifies texturing unimportant objects.

Post Reply
13 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 31 guests