dbigers opened this issue on May 03, 2004 ยท 18 posts
dbigers posted Tue, 04 May 2004 at 3:50 PM
Yeah I have worked with the shading domains which do come in handy. What I am talking about is actually much simpler than that. Insert a plane in the scene. Now apply a texture map. Notice that it automatically scales the texture to the object. The texture always assumes the size of the object, no matter how big it gets. With texture transformation controls it would be easy to place the texture in the upper left corner of the cube or the lower corner, etc. You have complete control of the size and location of the texture. If you had a company logo rendered on a background(not a great example). Lets say you want to apply it to a cube with the logo centered on the face of the cube. But then afer importing you decide you dont like the size of the text with relation to the BG. So what do you do? Right now, it appears the only option is to regenerate the texture with the text larger. It would be and is much easier to just scale the texture on the face of the cube, so long as you dont get larger than the original texture resolution in screen units. Now the text is larger, but still clear, because we didnt exceed the original texture resolution. Layers will allow this, but it is a lot more work than just going to the texture button within the shader and specifying location or scale. Hope that explanation was clearer. It really is a great time saver. Why have to think that far ahead when it comes to texturing. If I make a floor, I shouldnt have to worry if the texture I imported matches it perfectly. The tile pattern (imported) should line up with the wall I create, but if it doesnt I shouldnt have to remodel things or go into the modeler at all. I should be able to reduce the scale or increase the scale of the texture until they match up. Also, hope this doesnt come off as sounding me sounding really upset. I am just at a loss that a program that does so many things I like very well, doesnt do the most basic of texture operations. I hope that ShaderOps can solve the problem or Eovia decides to add this functionality someday. Donnie