arctic1 opened this issue on Dec 16, 2001 ยท 7 posts
arctic1 posted Sun, 16 December 2001 at 11:26 AM
LaurieA posted Sun, 16 December 2001 at 11:37 AM
In the material editor in the first tap where you import your bitmap image, put a minus sign in front of the coordinate in the X coordinates box. It will flip the map horizontally. (x = -1.00) Laurie
LaurieA posted Sun, 16 December 2001 at 11:39 AM
I meant first "tab"...sorry ;o) Laurie
Varian posted Sun, 16 December 2001 at 3:46 PM
What Laurie said, yup! Vue primitives accept materials a little oddly, most noticeable when attempting image maps. If you still have difficulties with it, it might be worthwhile to get simple sphere object, UV-map it, then import it. :)
arctic1 posted Sun, 16 December 2001 at 11:26 PM
Thanks Laurie and Varian, the problem is solved! On a different note, how can I incorporate bump maps with these models to give a relative representation of topographic heights, the bump tab is just for functions? As you are aware, there are certain planetary features, like Olympus Mons on Mars, that are not "flat" on the sphere, standing as it does 20km high! So if one has a proper grey-scale image for the whole height range of the planet how can this be combined with the 2-D colour map to create the illusion of topography? Mixing materials is not a solution. Thanks. Lester
arctic1 posted Mon, 17 December 2001 at 3:36 AM
Just found the bit under Bumps for loading in a mapped picture as a bump map :) Makes things look reasonable from a distance, subject to the resolution of the mapped texture etc. Well it's a start ! Thanks for the help. Lester
MightyPete posted Mon, 17 December 2001 at 5:24 AM
Just take your color picture then make it gray scale and then back to rgb save it as a bmp then in your planet texture setting click on bump then edit funtion then side the next window that opens up you have to change it to picture. Import your black and white planet map and then play around with the can't look now cause i'm redering to disk.. Page 246 of the Vue manuel Oh adjust the grain to something around .2