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Adjusting texture on a sphere

 
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trucker2000
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PostPosted: Sat Sep 30, 2006 12:03 am    Post subject: Adjusting texture on a sphere Reply with quote

I made a sphere and applied a globe texture to it.
The screenshot is here

I tried turning auto uv off before textureing, but got 8 instances of the pic.

Soo, I tried UVMapping it. Embarassed It turned out worse. Plus, since I'm using a one sided pic, exporting the uv and changing that wouldn't work. (oh yes, I finally figured out how to take a screenshot within deled. Smile )
Is there another way to fix this?
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Vijchti
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PostPosted: Sat Sep 30, 2006 7:08 am    Post subject: Reply with quote

Could you do half and half? UV map one half of the object with the picture, then do the other seperately.

Edit: Nevermind. It seems that certain polygons are just sort of estimated to be one direction when they really aren't.
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Mr.Fletcher
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PostPosted: Sat Sep 30, 2006 7:47 am    Post subject: Reply with quote

DeleD currently only features Box Mapping, which is really not suitable for this purpose. That's why I would wish the UV mapper to be extended soon by more mapping methods. I also couldn't think of a workaround for your problem here.
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Jeroen
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PostPosted: Sat Sep 30, 2006 10:48 am    Post subject: Reply with quote

Mr. Fletcher is right - box mapping is not suitable for things like this. You will need Sphere mapping for this to work correctly, which is one of the things that will be implemented in the near future, probably for 1.6. Smile
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Daaark
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PostPosted: Sat Sep 30, 2006 3:33 pm    Post subject: Reply with quote

The UV mapper doesn't really help on complex objects. You can't really unwrap the parts together properly and it makes no attempt (seemingly) to optimize for space.

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Jeroen
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PostPosted: Sat Sep 30, 2006 3:42 pm    Post subject: Reply with quote

That's because DeleD doesn't really unwrap polygons. It only displays the current UV coordinates and connects them with a line so it resembles a polygon in UV-space. We'll be working on unwrap functionality too though, as we will on more mapping algorithms (as mentioned before).
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trucker2000
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PostPosted: Sat Sep 30, 2006 11:16 pm    Post subject: Reply with quote

Ok, thanks a lot. Smile
In another program that I used to use, it just tiled the texture between the front and back. (which was fine, but cannot be used in torque. It was an "atmosphere only thing")
I may try some different things to work around this for the time being. (mabe just put it on a plane or something with the black part transperant)
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Paul-Jan
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PostPosted: Sun Oct 01, 2006 10:04 am    Post subject: Reply with quote

As you know, the current UV mapper is just a very basic implementation, that will be extended bit by bet. These requests for additional features are most welcome, guys!

Sphere mapping will be one of the simple mapping schemes added, but I think cylindrical mapping is slightly more important in daily use (more frequently used). But I noticed how the first model that got posted right after that was an apple (spherical), so perhaps I am wrong here. What's your opinion, guys?

True unwrapping/unfolding algorithms are something that really needs to be added too, but they are a little bit more work to implement. And they require some design choices, like allowing the user to mark seams.

Also, when mapping a scene that is just one complex primitive, I personally find I would really like to somehow make not all the faces show up in the uv mapper (they get in my way). Suggestions on how to solve this in the user interface are most welcome.

Vampyre: As you can see, it currently uses bounding rects of the 6 different planes with a little extra margin, without allowing for different scaling acros planes/faces/axes. Could you elaborate a bit on the exact behaviour you would like and/or expect to see when explictly choosing a simple box mapping? Should the 6 planes be allowed to overlap if the polygons inside don't overlap? Any reference implementation (screenshot of the mapping generated by another tool would be great!)?
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Daaark
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PostPosted: Sun Oct 01, 2006 3:39 pm    Post subject: Reply with quote

Okay first off, after looking at Trucker's screenshot. It seems like you are using a 2d picture of an actual globe and expecting it to look right on a 3d sphere? You need a flat picture of the earth such as this one.

http://home.snafu.de/hg/vrml/archive/reality.sgi.com/sambo/Oobe/CyberAstronomy/CyberAstronomy/earthTexture.jpg

Try a free program like LithUnwrap (linked below) to properly sphere map it around your globe. This program works with .obj, so you can pass your object back and forth with Deled and this program easily (althougth, Lith will smooth normal your model, so you can final export from there).
http://files.seriouszone.com/download.php?fileid=198

About my bomb... It has 3 parts (maybe 4) the actualt bomb faces would be selected as a group and assigned a group number, same with the fuse, and same with the middle part (the sides of the middle part might be a new group too) then the unwrapper would unwrap them together in different spots in the map for me.
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trucker2000
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PostPosted: Sun Oct 01, 2006 4:39 pm    Post subject: Reply with quote

First off, I know absolutely nothing about UV mapping, so giving any ideas how it might be done is beyond me.
Vampier- Yes you are correct. I do have a flat pic of the earth. The pic I was using in the screenshot is one I used for my logo, and was attempting to remake it in deled for use in torque. I originally made it in viewpoint scene builder and exported it to atmosphere and took a screenshot to make my logo.

Paul-jan, as for which to do first, toss a coin, but I think cylendar would be best as it would be used more often.
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jwatte
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PostPosted: Mon Oct 02, 2006 2:42 am    Post subject: Reply with quote

Quote:
You will need Sphere mapping for this to work correctly, which is one of the things that will be implemented in the near future, probably for 1.6.


I've had a lot more success with cylindrical mapping, rather than sphere mapping. If you have to pick one of those, pick cylindrical :-)

Also, auto-unwrapping is an interesting and well-researched area. (Also known as Mesh Parameterization or Atlas Generation). You're probably better off implementing a few different algorithms, because no single algorithm will be perfect.

Letting the user paint seams, and then relaxing using spring/mass onto a plane is a good basic starting point, btw.

Another useful thing is to mark some number of "center" polygons, and then start adding polygons from those centers until you reach a face that is more than X degrees away from the face normal of the "center" polygon, or a face that has already been attached to another "center" polygon. This will let the user build UV map segments based on carefully picked center points. (Btw: have an option to turn off the degree-facing test, and just flood-fill everything outwards)

In 3dsMax, the way you map only certain polys is by selecting the polys, and then applying the UV modifier; this means it doesn't show the other polys. You can probably do something similar with "hide unselected faces/vertices/edges" I imagine.

Last, "select similar" would be useful for mapping, say, all walls in a room, or all the floor polys.

Btw: it'd be swell if you could convert selections between face, edge and vertex. This would, indirectly, help in the UV mapper. And, when converting, choosing between "inclusive" and "exclusive" -- i e, when converting vertex selection to face selection, choose to select only faces that have all their verts in the selection set, or choose to select any face that has at least one vertex in the selection set.
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Guyon
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PostPosted: Wed Oct 04, 2006 4:35 am    Post subject: Reply with quote

Jeroen Wrote:
Quote:
We'll be working on unwrap functionality too though, as we will on more mapping algorithms (as mentioned before).


NICE!


Jeroen Wrote:
Quote:
You will need Sphere mapping for this to work correctly, which is one of the things that will be implemented in the near future, probably for 1.6.


Sphere Mapping is really needed. Thank you! Just a thought as I am typing, dO we have a cylinder mapping? too?
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