![]() That is, if the ugly part is in an area that won't be visible to the camera during the animation, the problem is solved. Generally, you must apply the best mapping method for the surface and the areas seen during the animation. These are points at the poles of the sphere or cylinder where the mapping is pinched into a point (see Figure 8.15). The cylindrical and spherical projections would seem to solve this problem, but both mapping types have their drawbacks singularities. As you might expect, when you apply a 2D texture to a 3D object with a planar map projection, you'll see a smearing effect in areas of the object that's perpendicular to the direction of the map projection. You can also adjust NURBS mapping, to move and rotate how the mapis positioned on the object.įor polygon surfaces, mapping is normally applied by projecting 2D maps across the 3D surface in one of several ways: planar, cylindrical, spherical, and a special method called automatic mapping. Because NURBSare already parametric surfaces, mapping can automatically flow smoothly acrossthe surface. For NURBS, parametric mapping isinherent to the surface and this is typically what's used. Mapping coordinates, also known as UV coordinates, tell the 3D renderer howto place the 2D map across the geometry, which varies depending on whether themodel is created from NURBS or polygons. Because a 2D image can be stretched, wrapped,and projected onto a surface in many different ways, you must take control ofhow the image is applied. The next step is to replace a surface's solid color with a texture.Normally, a texture refers to applying a 2D image around a 3D surface, ratherlike wallpapering a curvy surface.
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