Forum: Poser - OFFICIAL


Subject: Interpretation of W coordinate in Daz's M2 & V2 UV's?

kuroyume0161 opened this issue on Jul 07, 2002 ยท 28 posts


ronstuff posted Mon, 08 July 2002 at 11:10 PM

Kuroyume, I appreciate your dilemma, and certainly mean no disrespect. It is all a bit confusing. One thing that might help you is understanding the differences between the UV(W) and XYZ coordinate systems, and the reason why we use UV mapping instead of XY mapping. I bring this up because from the sound of what you are trying to do, you seem to think that UV is the same as XY, and it is not. Consequently, something which looks like "overlapping" textures when they are displayed in an XY fashion (as is done in UV Mapper), are not really "overlapping" in UV space at all. The problem is that we humans can't really see a "UV" surface the way a computer does, and we call the coordinates "U,V" instead of "X,Y" to remind us that there IS a difference. To understand this difference, imagine a single point in 3D space. The precise location of that point requires 3 coordinates to describe it completely. We use the X, Y, Z coordinate system for locating that single point. In any given universe (Poser, 3D MAX, Bryce etc) those coordinates consistently represent the length, width, depth values for that system. For example, if X is width and Y is height (as in Poser) then X ALWAYS = Width and Y ALWAYS = Height when viewed from the same perspective in that system. UV coordinates do NOT behave like that. UV coordinates SOMETIMES represent mapping in the XY plane and SOMETIMES mapping in the XZ plane and SOMETIMES mapping in the YZ plane (and even other types of mapping as well), but they are all still valid UV values because they DO correspond to the XY coordinates in our 2D texture map, and thus U ALWAYS = X and V ALWAYS = Y in 2D SPACE ONLY! but not in 3D space. So instead of thinking of UVW mapping like XYZ mapping which is described by 3 spatial coordinates - think of it as a different beast all together which is described by TWO coordinates and a DIRECTION. It still requires 3 pieces of information to place it in 3D space, but the information is not the same as is used to locate a vertex of a 3D object. So where does that THIRD piece of information in UV mapping come from? It is the "method" used to map any group of vertices (Planar XY, PlanarYZ, spherical cylindrical etc), and it can be stored with each vertex OR for a whole group of vertices in one reference, but don't confuse this with the "W" coordinate as that is something else (a 4th dimension, if you will - and it is sometimes used to describe "layers"). Some programs store this 3rd piece of UV location information (not the W value) with the NORMALS and some store it with the vertices, but it is always there somewhere, or the map just can't be applied with just the UV coordinates alone. Good luck with your project - it sounds really interesting, and I hope there is something here that "sparks" your imagination to continue your efforts. Admittedly, this is a simplification and not necessarily a "technical" assessment, but more of an overview of the basics. I still don't know the exact details of the "Poser method" myself, but I understand the principles upon which it is built. Best wishes to all - I did not mean to step on any toes.