spacer

Webref WebRef   Sitemap · Experts · Tools · Services · Newsletters · About i.com

home / experts / 3d / lesson55

Lesson 55 - More Texture Mapping - Part 3

Developer News
Microsoft Shows Off Silverlight 4, IE9 Plans
Metasploit Expands Vulnerability Test Framework
HyperCard Reborn?

The yellow and blue squares are all exactly the right size on each wall, but this closeup shot of the corner reveals that the two maps don't meet correctly. It's possible to shift one of the maps over a little so that it looks are if the pattern is wrapping through the corner, but this adjustment distorts other corners. If our camera won't catch the other corners, this may not matter. But let's keep trying.

At the end of the previous lesson, we looked at the possibility on using the inherent or implicit mapping coordinates of the geometry for mapping purposes, so that the texture follows the surface without need for projections. NURBS surfaces necessarily have u and v surface coordinates in their structure, so let's try building the room, or at least the walls, using NURBS.

We'll start with a NURBS curve. NURBS curves are usually known for their organic smoothness, but they can turn hard corners as well. You just need to put multiple points where you want sharpness.

By extruding the curve upward, we create the walls. The normals are facing inward, but we could have flipped them had they been facing out.

Now we put the map directly to the uv coordinate system inherent in the surface. And although the scale is wrong, the pattern maps evenly on the walls and through the corners.

By scaling the map down horizontally, and using tiling, we get the correct pattern of blue and yellow squares.

This approach is especially nice because we can shift the whole map around the wall as a unit if we need to, and it crawls around like a snake eating its own tail.

MAX is unique in that many kinds of non-NURBS surfaces can generate their own mapping coordinates. We could have built these walls by extruding a rectangular non-NURBS spline, just as we extruded a NURBS rectangle, and the result would have been the same. I used NURBS in this example because this mapping technique is directly applicable to all applications that implement NURBS.

To Return to Parts 1 and 2, Use Arrow Buttons

Previous Lesson / Table of Contents / Next Lesson


internet.commediabistro.comJusttechjobs.comGraphics.com

Search:

WebMediaBrands Corporate Info

Legal Notices, Licensing, Permissions, Privacy Policy.
Advertise | Newsletters | Shopping | E-mail Offers | Freelance Jobs

webref The latest from WebReference.com Browse >
Rolling Out Your Own HTML Application Version Control · HTML 5: Client-side Storage · Working with Ajax Server Extensions
Sitemap · Experts · Tools · Services · Email a Colleague · Contact FREE Newsletters 
 The latest from internet.com
Wi-Fi Product Watch, November 2009 · Chip Market Recovering From '08 Collapse · Low-Cost Tools to Kickstart Your New Business

Created: Dec. 8, 1998
Revised: Dec. 8, 1998

URL: http://webreference.com/3d/lesson55/part3.html