View Full Version : Texture coordinate buttons
bugman_2000
06-May-06, 00:55
Hi,
Yeah, this is definitely an RTFM type of question, I think, but unfortunately I'm not finding the FM's explanation very satisfying.
Basically, how do the XYX buttons in the map input panel work? I know, more or less, about texture coordinates in general, but I'm not able to bridge the gap between that and the three rows of toggle/X/Y/Z buttons. For example, if I want to map a flat orco texture along the X axis, what combination of those do I want to pick? And why? I've been experimenting, and I've read what I can find in the manual, but I haven't seen where in the manual the meaning of the three rows is explained.
Any explanation or pointers to some more documentation on this would be appreciated.
Thanks very much.
T
K, I think this is vague because it's screwy. :)
On a flat plane it makes sense. The 3 lines of buttons are the texture's X, Y and Z top to bottom, and the buttons are the x, y's, and z's of the mesh. At default, the texture's X and Y, (has no Z when flat), are aligned with the mesh's, and you can switch them if you want. Making the texture's X show along the mesh's Y, etc.
When you get to a cube, it gets screwy. I made a texture of an arrow pointing up and tried just keeping the texture mapped to flat and changing things around to make sense of it, but my logic failed me. It also didn't help that the preview window would show the arrow's direction and placement different that the render - and this leads me to wonder about the logic of the code.
Map the texture to cube, (where it uses normal vector's), and I'm climbing the walls.
All I know is that in theory, you should be able to mix and match the mesh's coordinates with the texture's.
bugman_2000
06-May-06, 14:01
Thanks for the reply. It's helpful. It's also reassuring to know I'm not the only one who's a bit confused by the setup here.
The 3 lines of buttons are the texture's X, Y and Z top to bottom
I see, kinda. That is, I see now that on the flat mapping only the two top rows have an effect. That jibes with what you're saying here. Still, my understanding of the cube and tube and sphere shape, for example, is that it's just basically a mapping for how the two dimensional surface should wrap around the three dimensional object. But as far as I can figure the surface still only has two axes... so I'm not clear on what the texture's Z axis is... I'll have to give this some thought.
Unless the third row is the axis along which the shape is aligned? Like in the case of the sphere, which buttons would determine the axis that the poles are on?
T
I think it's one of those cases where blender is purposefully obscure.
Why have an xyz matrix remapping gizmo hidden away somewhere instead of
being able to rotate the tex space in the 3D viewer.
Just finding a way to display the texspace took me a couple of days to figure
out.
e1
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