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Subject: Applying a simple bitmap to a plane?


bandolin ( ) posted Mon, 25 August 2008 at 6:46 PM · edited Tue, 30 July 2024 at 12:12 AM

I have searched here. I have searched the web all to no avail. I cannot figure out how to apply a simple bitmap to a plane or any object for that matter.

Is this not done in materials?

Anyway after 20 minutes of pointless clicking on every possible option Blender just crashed on me, and I lost my patience.

Can anyone help me?


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l3la ( ) posted Mon, 25 August 2008 at 8:24 PM

This is one tut that I learned this from:[

http://wiki.blender.org/index.php/Tutorials/Textures/Use_Alpha_for_Object_Transparency](http://wiki.blender.org/index.php/Tutorials/Textures/Use_Alpha_for_Object_Transparency)

  1. You need a material linked to your object.
  2. You need a texture in one of the material texture channels of type image
  3. You need to map this texture to color (and maybe alpha) back in the material

To make sure your image is oriented correctly this is really good link as well:

www.creationanimation.com/sites/thoenes/animation/3dtutorials/imagemapping.htm


bandolin ( ) posted Tue, 26 August 2008 at 7:04 AM

Thank You l3la. It certainly isn't obvious. I knew I had to somehow tell the material to use a specific bitmap but couldn't find anything that resembled a function or button to "go get a bitmap".


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bandolin ( ) posted Tue, 26 August 2008 at 7:45 PM

Attached Link: Image on object

file_412818.jpg

Ok, I've managed to map an image to a plane in Blender using this link (same as post #2). But it only appears during render. If you haven't guessed what I'm trying to do already, I'm simply trying to create reference planes for modeling.

Something, that took me about 2 minutes to figure out in Max, Cararra, Maya, ZBrush. For some reason, Blender is somewhat more convoluted or simply less intuitive.

How do I get the image to appear in the windows.

Also is there a way to make the image material self illuminate so that it is brighter without the use of lights?


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Reddog9 ( ) posted Tue, 26 August 2008 at 7:59 PM · edited Tue, 26 August 2008 at 8:00 PM

Create a UV map.. (Just a simple square)
Load the image in the UV map window.
Press ALT - Z to see the mapped textures during edit mode.

Got kids with me.. so sorry I can't go into more detail..

This was in reference to Version 2.45:
http://www.blender3dclub.com/index.php?name=News&file=article&sid=12

One difference now is during edit mode.. select Plane Select .. then "U" I believe to create a uv map.

Don't feel bad.. there is a steep learning curve on learning how to work with materials.

Reddog9
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bandolin ( ) posted Tue, 26 August 2008 at 8:03 PM

Thanks. I'm out east so my kids are already in bed.

The Alt-Z thing really helped, but as of yet no clue on creating UV Map. Will work on that now that I have a direction in which to look. Sometimes that's half the battle.


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l3la ( ) posted Tue, 26 August 2008 at 8:20 PM

Oh, I thought you wanted the image to show during rendering. If during modeling then use:

en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Creating_Models_With_Photo_Assistance#Background_Images


bandolin ( ) posted Tue, 26 August 2008 at 8:28 PM

I had some nice help here:
http://forums.cgsociety.org/showthread.php?p=5348976#post5348976

...and here
http://www.blender3dclub.com/index.php?name=News&file=article&sid=12

... lots of good tuts here (near bottom of page in .pdf format)
http://www.delta3d.org/article.php?story=20051207101455773&topic=docs

Thanks again l3la. I'll check that out as well.


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bandolin ( ) posted Tue, 26 August 2008 at 8:54 PM

file_412820.jpg

This is the version I got by using l3la's link (the post above mine).

My set up 3DS Max look-a-like. Funny, just changing it this way makes me feel more confident.

The problem with  the background image route is that if you zoom the viewports (sorry Max term) the scale changes.

Also I have no idea of the relationship between the top, side and front. Where are they in the blender world?


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bandolin ( ) posted Thu, 28 August 2008 at 7:36 PM

file_412940.jpg

Well, I finally figured it out. I would like to say its convoluted, but honestly, it probably isn't anymore convoluted than other 3D apps.


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