Phantast opened this issue on Dec 07, 2005 ยท 4 posts
Phantast posted Wed, 07 December 2005 at 5:16 AM
I see from a thread below that someone else has discovered a problem that I had. Since I have had the answer to it from e-on, I had better pass it on. It is seriously obscure. The problem is this: suppose you wish to apply a brick texture to a large wall. If you use the "automatic" mapping mode for the bitmap texture, Vue 5i will try to fit the bitmap to the wall's uv co-ords (I think); anyway, the result is that the texture is mapped very badly. Change the mapping mode to "faces" - much better! However, if you want to use your bitmap as a bump map as well, you hit a snag. The bump map is still mapped as "automatic", and it doesn't fit the texture. Now in Vue 4E, this was no problem, as you had the same mapping modes for the bump map in the materials editor as you did for the texture. So how come Vue 5i can't do something that Vue 4E could? Here is the solution, and it took me a while to find it even when e-on told me where to look. Go into the function editor from the bump map tab in the materials editor. You should see a little box in the main display showing the bump map, and another rendition in the lower screen area where you can rotate it, invert it, etc. But not change the mapping mode. In the main display, above the little box there is a little symbol shaped like a filled-in U. Click on this. Now the bottom display has changed and the menu appears to allow you to change the mapping mode. Problem solved! Now would you ever find that intuitively?
edversyp posted Thu, 08 December 2005 at 9:57 PM
Hi, This looks very interesting, only I cann't get it. Would it be possible to give us one or two screen-shots about the matter for clarification. Thanks and regards
bruno021 posted Fri, 09 December 2005 at 8:49 AM
I don't understand your post. In the functon editor, if you use a bitmap for your colour & bump channels, you have the UV coordinates output node. If you click it, you can change the mapping mode. If you use the same bitmap for colour and bump, you connect the bump channel to the colour bitmap in the function editor, which means that the bump mapping matches the colour channel mapping, since they have the same output UV node. The only little box I see is the negative button, if you click it, the black gets white, that's all it does. Would love to see screenshots too.
svdl posted Wed, 14 December 2005 at 6:07 PM
Thanks for the idea. I ran into trouble with a wall texture that was too low-res for closeups, and now I have an idea how to tile a bump map using the function editor. I just tested the idea, and it works. Actually, it's quite simple. Just enter the function editor, and select the UV coordinate node that's connected to the bump map. Change xScale and yScale to lower values than 1 (I used 0.5) to tile the bump map. Do the same for the UV coordinate node connected to the texture map, and you'll have a tiled texture/bump map. I've kept the mapping mode for both bump map and texture map at Automatic.
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