Anthony Appleyard opened this issue on Dec 23, 2002 ยท 7 posts
Anthony Appleyard posted Mon, 23 December 2002 at 2:58 PM
Just now I made (with a text editor) a single square face, and the vt texture map coordinates of its corners are at {5,5}. I displayed it in my Poser 4.0.3, with a tetxure map. And on it the texture map image appeared 100 times in a 10*10 tiling. It seems that Poser and Bryce treat out-of-range texture map coordinates by adding or subtracting an integer to get them between 0 and +1.
EnglishBob posted Tue, 24 December 2002 at 3:54 AM
Attached Link: http://www.morphography.uk.vu/uvtiling.html
Steve Cox posted a method using UVmapper a while ago (though I can't find the thread, but there's a link to my interpretation of what he said). The manual method is more flexible however, since you're not limited to powers of two; you just need to be the sort of person who is happy hacking OBJ files. ;-)_dodger posted Wed, 25 December 2002 at 3:48 AM
It's not actually adding anything, it's just basic coordinates logic. A value of 2 is twice across the texture map. Pretend that the map actually tiles forever in all directions. Thus if a vertex at the far side fo the object gets its texture from 1.5, 1.5 on the map, then it has to go all the way across the map and halfway again. Um, picture one of those 80s video games where you go off the screen and come back in on the other side. Start at the beginning and go 150% of the way across, and you're in the middle again, but you covered the entire area once and the first half twice. While I haven't tried this specifically, in theory you should be able to specify negative values to invert the map, too.
_dodger posted Wed, 25 December 2002 at 3:50 AM
Oh, as a way using UVMapper, select the faces you want to have a tile. Then maximise them (press '=') so they cover the entire screen. Now press '*' on the numeric keypad to double the size of the selection and it will tile twice. Double it again and it will tile four times each way. And so on. Of course, this only works for powers of two, but you can nudge it up using '+', though it's hard to make it even this way.
WagnerTheUndead posted Wed, 26 March 2003 at 11:41 PM
Ok, I understand that by "oversizing" the facets so they exceed the bounds of the tex-mapped area, the texture will repeat. The number of repetitions is equal to the scaling factor. My question is regarding "inherent" tiling. If I define a plane with four divisions (2x2) and assign a material to each (T0-T3), I can assign a texture to each tile discretely. What I would like to know is how to have each facet "inherit" a texture. Is there a way to define a "parent" texture that can be referred to by each facet? Rather like the "display mode" that is inherited from the parent. Please note, I have no problem with hacking the obj, pp2 or any other text file since my day job is programming.
EnglishBob posted Thu, 27 March 2003 at 4:07 AM
Attached Link: http://www-sfb288.math.tu-berlin.de/eg-models/formats/Format_Obj.html
If I understand what you're asking, WTU, then the answer's no. :-( You're looking for some hierarchical arrangement of textures, is that so? The OBJ format doesn't support that - or if it does, the subset which Poser supports certainly doesn't. I've attached a link to a fairly simple dissection of the format.WagnerTheUndead posted Thu, 27 March 2003 at 11:28 AM
If you are the EnglishBob from Morphography UK, I want to thank you, your tutorials are great. Regarding my question, you understood correctly. I wanted (and still do) to find a way to create a panel with defined sections and textures but without having to manually assign 100 tiles. Not a morphing one like the Dial-A-Tile, just a static 10x10 panel. I will have to tinker a bit more to see if I can figure it out. Regarding the attachment, I have already seen this in my search for a Poser or WaveFront language document. I have posted that question under a seperate thread.