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Material Rectangle limitation
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These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
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Material Rectangle limitation // Archive: Tech Forum
Post by Alien // Oct 21, 2006, 10:32am
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Alien
Total Posts: 1231
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I've just been trying to use the material rectangle [or mapping rectangle as it's now called in 7.x] tool to put a label round a cylinder shaped object, however I can't get it to go all the way round. No matter what I do, it only goes about 3/4 of the way round. I've tried this on the object I was working on, & on an ordinary cylinder primitive, but no luck. Am I doing something wrong, or is this a bug, or what? :confused:
I even went back & tried it in 6.6, but no luck there either. I realy hope this isn't a deliberate limitation, as that wouldn't make any sense. :mad: |
Post by spacekdet // Oct 21, 2006, 10:49am
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spacekdet
Total Posts: 1360
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Very Interesting!
Same behavior here (6.6) ...
I tried all the UV mapping schemes ...the only one that allowed the Material Rectangle to encircle the entire cylinder was the Spherical Map. I had to use Move and Scale on the Mat Rect to get it wrap.
<EDIT> This probably means you'll need to customize your Material Rectangle image. I'm not sure what the advantage of a MR is over just using an alpha-mapped layer... |
Post by stan // Oct 21, 2006, 11:32am
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stan
Total Posts: 1240
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it works in ts7.x..here is stock cylinder .. |
Post by spacekdet // Oct 21, 2006, 11:48am
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spacekdet
Total Posts: 1360
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Is that with untouched UV mapping?
Spherical? |
Post by stan // Oct 21, 2006, 12:05pm
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stan
Total Posts: 1240
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untouched..stock cylinder with no u/v
first time the rectangle gave me trouble.:) |
Post by spacekdet // Oct 21, 2006, 12:25pm
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spacekdet
Total Posts: 1360
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Seems to be a small gap- not quite "all the way around".
More than 3/4 of the way, but not 100%.
Any idea what's tripping up Alien? |
Post by stan // Oct 21, 2006, 1:00pm
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stan
Total Posts: 1240
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I left a gap so you could see it ..it's possible to completely wrap it..
Alien..try moving decal to the left when your scale stops scaling, then try scaling again to the right..does that make sense |
Post by Alien // Oct 21, 2006, 2:01pm
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Alien
Total Posts: 1231
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Alien..try moving decal to the left when your scale stops scaling, then try scaling again to the right..does that make sense
Indeed it does, thanks. It's a bit quirky, & I hope they improve it for 7.5.
http://homepage.ntlworld.com/alien42/images_for_caligari_forum/can001.png
The reason I wanted to use the rectangle jobby is 'cos I'm still working on the texture, but wanted to see how it looked wrapped around a can [which I will improve the modelling of later], & I haven't masted the mysterious art of UV-Mapping-Fu, nor become 1 with my inner [u|v]cow.
http://homepage.ntlworld.com/alien42/smilies/moosign.gif |
Post by stan // Oct 21, 2006, 2:18pm
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stan
Total Posts: 1240
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Alien, you can also use regular cylinder U/V for a selection of faces..:) |
Post by Alien // Oct 21, 2006, 2:55pm
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Alien
Total Posts: 1231
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Thanks, that gave me the chance to see what it looked like in the Player [material rectangles don't show up in the player]. A couple more oddities though:
http://homepage.ntlworld.com/alien42/images_for_caligari_forum/can002.png
1. Player anti-aliasing actually seems better than Lightworks with 4x AA. Hmmm... <tests a hunch> Ah, well, that oddity solved & another found - although on the render bar it said it was set to 4X, it apparently wasn't - set it to 3x, then back to 4x & it looks better now. Weird. :confused:
2. Prior to doing that "Player render", I coloured the top & bottom-most sections grey, & they come out that way on a LW render [& in Model D3D/OGL], but in Player they show up as green!?!? :confused:
<edit>
I forgot to mention:
Whilst selecting all the faces around the middle section then applying a cyllindrical UV allowed me to apply the texture & have it appear in the right place, it also painted the texture onto all the other faces. Not a big deal, as I just painted over them again, but I get the feeling I'm still doing something wrong. :confused:
</edit> |
Post by stan // Oct 21, 2006, 3:14pm
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stan
Total Posts: 1240
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Alien..what I showed you was done in Model side..maybe U/V on player side doesn't work that way, it should one would hope..:confused:
I selected faces..used paint face then gave it the cylinder U/V..it didn't paint any other faces
Whilst selecting all the faces around the middle section then applying a cyllindrical UV allowed me to apply the texture & have it appear in the right place, it also painted the texture onto all the other faces. Not a big deal, as I just painted over them again, but I get the feeling I'm still doing something wrong. :confused: |
Post by Jack Edwards // Oct 21, 2006, 7:08pm
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Jack Edwards
Total Posts: 4062
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Hi Alien
Be careful to make sure to have a selection of faces selected when applying a UV mapping. Otherwise it replaces ALL faces of the model with that new UV mapping. That's why I paint the model into different materials, so I can select by material and then apply the mapping.
Unless I'm mistaken, complex UV mapping pretty much still has to be done in modeller until 7.5, since I think the playerside UV mapping affects the whole model.
One thing I can't emphasize enough: SAVE TO LIBRARY OFTEN WHEN WORKING ON THE UVs!!! One wrong button click and it's all GONE. There is no undo for UVs if you blow away the old mappings. I've spent hours working on a complex character UV mapping only to oops and buh-bye, gotta start all over. I think in one of the tS training videos I was watching the author even recommended moving the UV editor onto a separate bar from the UV projection buttons. ;-)
U|V Cow is a pretty good program but I discovered with 7.1 I had to turn the bridge off while using it (other wise it runs veeeerrrryyyyy sssslllllooooowwww). Also the workflow is a bit quirky and there's no way to re-stitch partitions once you break them up so you have to exit and restart the plugin and then re-partition by materials every time you need to put something back together differently.
My main beef with the built in UV editor is that you can't see all your separated partitions at one time so that they can be organized. If they greyed out the polys belonging to other materials instead of making them not show at all, I think that would've been more useful.
Good luck! UV's has gotta be the most painful part of 3D. ;-)
-Jack. |
Post by scarroll // Jan 20, 2007, 9:01pm
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scarroll
Total Posts: 19
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A MAJOR DRAWBACK of Material Rectangles is a memory leak that Caligari has failed to address. If you do a google search you on trueSpace6 and "out of memory" you'll see that its been a problem since version 5.
You won't notice it until you've spent HOURS creating nice scenes and then trying to animate them over 30 frames. Remove any material rectangles and the problem is fixed.
HOPEFULLY THEY WILL FIX THIS IN TS7? Or release a patch for 6? |
Post by Alien // Feb 26, 2007, 2:15pm
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Alien
Total Posts: 1231
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HOPEFULLY THEY WILL FIX THIS IN TS7? Or release a patch for 6?
Whilst it's possible that the issue might be addressed in 7.5 [I don't know yet, haven't downloaded the beta yet, & if I had I couldn't comment] in the sense of a new version of the tool being created for the Workspace [new name for the Player], there is zero, zilch, zip, nada possibility of it being fixed in 6.x or the modeller side of 7.x. |
Post by Steinie // Feb 26, 2007, 2:45pm
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Steinie
Total Posts: 3667
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Alien, you need your head examined...
1) First your alien head looks big for that little, teenie weenie body.
2) Your a Pro Team Member and haven't checked out the BETA?!!:rolleyes: |
Post by Alien // Feb 26, 2007, 2:59pm
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Alien
Total Posts: 1231
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Alien, you need your head examined...
Strangely, that's not the 1st time someone's said that to me...
1) First your alien head looks big for that little, teenie weenie body.
http://homepage.ntlworld.com/alien42/smilies/lol.gif Unfortunately reality is the other way round, but I'm working on that. :o
2) Your a Pro Team Member and haven't checked out the BETA?!!:rolleyes:
Well... no, I haven't. I'm kinda behind on the forums & so I'm catching up with them 1st, that way I will know what has & hasn't already been publically said, so I don't go accidentally letting any cats out of their bags, so to speak. |
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