bagginsbill opened this issue on May 08, 2012 ยท 147 posts
bagginsbill posted Sat, 09 June 2012 at 7:53 AM
Yes re-jigging UV coordinates. It does not need to be done for moderate morphing, but for severe morphing it does.
For example, as I've demonstrated, I have neatly "wrapped" a wood texture image onto the table so that the sides look consistent with the top. Suppose this turns out to be a UV scale of 1 UV unit = 39 inches, where the top is 36 inches wide, and the sides are 1.5 inches thick, 36 + 1.5*2 = 39. This produces a consistent "scale" of the wood texture on top and sides.
Now you use the thickness morph and make the sides 2 inches thick. Is this a problem? No, but you have changed the UV scale quite a bit. The top is still 39 inches/U, but the sides are now 33% bigger, so the effective scale of the texture features changes to 52 inches/U. This can be forgiven but you will notice it in closeup.
Worse is when you take sharp corners and round them. The polygons near the edge have to spread out by a lot. This area then stretches to something like 2500 inches / U. This is a change in feature density that cannot be ignored.
I have thought of two solutions to this. One is that I do not sell you the prop. I sell you the script that makes the prop - the very script that I am using. Then you can make tables any size and the UV scale will be perfect.
The other solution is to sell you the prop and a post-processing script that regenerates the UV coordinates only, just as is done in the prop generator script.
Either way you have perfectly matched UV and no need to do modeling yourself.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)