[REQ] non UV texture mapping
[REQ] non UV texture mapping
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.
Object, world and cube mapping are pretty useful.
- zeitmeister
- Posts: 2010
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[REQ] non UV texture mapping
What the heck is object mapping?
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
- PureSpider
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Re: [REQ] non UV texture mapping
Just have your modeling solution bake stuff like cube mapping to a uvmap?
Re: [REQ] non UV texture mapping
Okay perhaps my terms a bit messed up, Object mapping can usually suggest using another object for locating the texture.zeitmeister wrote:What the heck is object mapping?
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
Don't think so, imagine projecting a texture onto a field of instanced grass, impossible with UV mapping, for that you need global coordinates.PureSpider wrote:Just have your modeling solution bake stuff like cube mapping to a uvmap?
- PureSpider
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Re: [REQ] non UV texture mapping
Which you can then bake onto the objects in your modeling tool...?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.
Re: [REQ] non UV texture mapping
No, impossible as I said.
Re: [REQ] non UV texture mapping
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.
You can script the projection you want. But it's not artist friendly.
obsolete asset
Re: [REQ] non UV texture mapping
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.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.
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
Re: [REQ] non UV texture mapping
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
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
Re: [REQ] non UV texture mapping
Hi, since this has been requested quite a bit, we will try and make time to look at it after 3.6.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
[REQ] non UV texture mapping
Cool!
This could speed up the export progress, too.
This could speed up the export progress, too.
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
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- Joined: Mon Sep 04, 2006 3:33 pm
Re: [REQ] non UV texture mapping
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.PureSpider wrote:Which you can then bake onto the objects in your modeling tool...?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.
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.
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