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corner pin type of texutre placement in UV editor

corner pin type of texutre placement in UV editor

2003-12-17       - By Dobson, Jeff

 Back
Reply:     1     2     3  

It has to do with how the math works for interpolating textures.  It happens
with UV mapping everwhere.  The example that is more often mentioned is
mapping a square texture to a trapezoidal plane.  Look up some info on the
math behind how UV mapping works if you are really interested in why it is
happening and why there is no avoiding it on a simple plane.

The solution?  Add more interior verts to your surface.  Having more verts
makes for more UVs and less drastic interpolation of the texture map.

--JeffD

-- --Original Message-- --
From: John Cassella [mailto:redpaw@(protected)]
Sent: Tuesday, December 16, 2003 6:50 PM
To: maya@(protected)
Subject: corner pin type of texutre placement in UV editor


ok... I've got a poly plane... I want to map it with a photographed texture
of a
sign thats not exactly  straight on to camera.  so I open up the UV editor
and pull some UV's around to line up the corners of the sign in the texture
with the
UV corners of my sign geometry.  WHY does the poly object break the texture
along the
triangle facet diagonal line of the object?  Try it  assign a map to your
geometry
and pull a corner out it  "folds" at the diagonal..

Is this a "feature" and why would you want this behavior. I seem to remember
this functionality
working differently in the past but maybe I just wasn't doing something this
extreme?

any ideas?



jason.brummett@(protected) wrote:
> Can someone explain to me why Maya allows you to view Hardware textures at
> high resolutions in the viewport but your not able to view textures in
there
> native resolution in a shading network?
>
> I realize you can create a TAB of textures based on a "disk" location and
> double click a texture there and have it open in F-check which is handy
but
> after you've moved several, or a bunch of images into a scene your not
able
> to double click them and view them in a descent level of resolution
anymore
> through the HS or Visor.
>
> The Visor and Hypershade allow you to make a tab of "scene" materials and
> textures which seems totally redundant in that you can't do anything with
> them like view them in a higher resolution that would be done in the HS?
>
> This bugs me to all ends in Maya.  If you for instance takeover a scene
that
> you need to cleanup from an associate and this person has been creating
> bitmap images for use in a scene but is having problems with tiling or
> artificats, It's impossible to view textures closely in a shading network
to
> find the problem without having to ask this person exactly where the image
> came from and open them all up in PS or something similar; or build a huge
> array of planes in which to apply suspect bitmaps to and view in the
> modeling space (Joking about this last solution)?
>
> BTW. I'm using Maya 4 unlimited and I have another wierd glitch.  If I do
an
> import in HS or the Visor and go to my file browser to bring in image
maps;
> Maya opens the selected image with Fcheck but doesn't include the selected
> map in the scene.  It just shows me what the image looks like in Fcheck
and
> thats it?
>
> Arrgh,
>
> Jason Brummett
> www.stzgraphics.com
>
>
>
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--
   John Cassella (aka redpaw)
        3d Animator
        |""" \\ //
        |"""  \ /
        |    // \\
     redpaw@(protected)
     direct line 323-308-3018

Where am I going, and how did I get in this handbasket!

Backward conditioning:
     Putting saliva in a dog's mouth in an attempt to make a bell ring.

...Last Night I lay in bed looking up at the
 stars in the sky and I thought to myself,
 "Where the heck is the ceiling?"


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