Painting - Mapping
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| Use Texture Map: |
Left-clicking on Use Texture Map applies the current texture map to the object. The default is 'checker'. |
| Choosing a Texture Map: |
Right-clicking on the Use Texture Map brings up the texture map panel. To choose a different texture map, right-click on the texture map name button. A window will come up where you can choose and load a different texture map. Maps can be in .tga, .bmp, .jpg, .avi, and .txr format. |
| Repeating the Texture Map: | You can choose how often to repeat the map across the object by entering the number of repeats horizontally in the U Repts field and vertically in the V Repts field. Values of less than 1 will magnify the image being used as the texture map. |
| Offsetting the Texture Map: | The Offset setting determines the distance the texture map is moved from it's default starting point. U Offset moves the texture map horizontally across the object, while V Offset does so vertically. Positive values move the texture map up and/or right, while negative values move it down and/or left. |
| Using Overlay: | The Overlay setting tells tS2 how to use the transparency in 32-bit images contained in an alpha channel. Transparency map information is contained in the white pixels of an image. Click in the box next to Overlay to use this setting. |
| Using Animation: | The Anim setting is used during animation. I may do a basic animation section and if so, this setting will be discussed. |
| Use Bump Map: |
Left-clicking on Use Bump Map applies the current bump map to the object. The default is 'orange'. Make sure that you are in wireframe view since 3DR does not render bump maps. |
| Choosing a Bump Map: |
Right-clicking on the Use Bump Map button brings up the bump map panel. To choose a different bump map, right-click on the bump map name button. A window will come up where you can choose and load a different bump map. Maps can be in .tga, .bmp, .jpg, .avi, .txr, and .tab format. Remember that color on the bump map is ignored since tS2 uses the light and dark properties of the map to determine the bump. |
| Repeating and Offsetting: | The U Repts, V Repts, U Offset, and V Offset work the same for bump maps as they do for texture maps. |
| Applying Amplitude: | Amplitude determines how high or low the different areas of the bump map are applied. By default, where the bump map is lighter, the bumps are higher on the object and where the bump map is darker, the bumps are lower on the object. Entering a negative amplitude switches how the bump map is applied - light areas become the lower areas of the bump map while dark areas become the higher areas. |
| For an example, to apply text to an object, where the text on the bump map is black, use a positive value to etch the text into the object and a negative value to emboss the text onto the object. | |
| Using Animation: | The Animate setting is used during animation. I may do a basic animation section and if so, this setting will be discussed. |
| Use Environment Map: |
Left-clicking on Use Environment Map applies the current environment map to the object. The default map is rainbow. Environment maps fake transparency in order to reduce render times. Maps can be in .tga, .bmp, .jpg, .avi, .t1d (one-dimensional env), and .e2d (two-dimensional env) format. Rotating an object does not move the environment map applied to the object. |
| Choosing an Environment Map: |
Right-clicking on the Use Environment Map button brings up the envr map panel. To choose a different environment map, right-click on environment map name button. A window will come up where you can choose and load a different environment map. Maps can be in .tga, .bmp, .jpg, .avi, .t1d (one-dimensional env), and .e2d (two-dimensional env) format. Rotating an object does not move the environment map applied to the object. |
| Using Animation: | The Anim setting is used during animation. I may do a basic animation section and if so, this setting will be discussed. |
| The Procedural pages deal with using procedural granite, marble and wood textures. | |
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