Rynn opened this issue on Jan 16, 2002 ยท 10 posts
Rynn posted Wed, 16 January 2002 at 9:44 AM
tradivoro posted Wed, 16 January 2002 at 10:01 AM
Well, I'm not at the program now, but have you selected the cylinder option in the texture box that will optimize the texture for cylindrical forms?? Maybe you did this already, but I figure I'd ask... Nice texture by the way, is that a procedural, or is it a picture of a bark???
Rynn posted Wed, 16 January 2002 at 10:07 AM
It's actualy a picture of a bark. About the cylinder option, well, I already tried that. Thank you anyway. :) Rynn.
MikeJ posted Wed, 16 January 2002 at 10:43 AM
Vue's primitives are made more for procedural mapping than image mapping. To get what you want, you need a genuine, UV mapped cylinder.
MikeJ posted Wed, 16 January 2002 at 10:57 AM
Hmmm... I just tried some quick experiments, and strangely enough I didn't see any difference between a UV mapped cylinder I made, and one of Vue's primitive cylinders. I'd say, maybe rotate the bark texture you have, and resize it. I would think that if you mess with the size settings you should be able to get it right.
Varian posted Wed, 16 January 2002 at 2:11 PM
Varian posted Wed, 16 January 2002 at 2:12 PM
Varian posted Wed, 16 January 2002 at 2:15 PM
You can use the Rotation setting in the material editor, but when it's a matter of just needing to go from vertical to horizontal, I've found it's a lot easier to just rotate the image itself in a paint program and save it as a new file. Then I've got one marked H(orizontal) and one marked V(ertical), and I can just grab whichever will work best for the primitive I'm using at the time. :)
Varian posted Wed, 16 January 2002 at 2:25 PM
P.S. I showed those differences in v.3 because it works a whole new way in v.4. In v.4, a horizontal design map will be horizontal on both a cube or cylinder, and a vertical design will be vertical on both. However, if you ever need to do the 90 degree rotation, v.4 has two little arrows right next to the color function (for an image), just click either one for the rotation desired. Makes things a bit simpler. :)
bloodsong posted Wed, 16 January 2002 at 4:47 PM
heyas; it looks to me as if the map is being stretched too wide on the cylinder. if it were a procedural texture, i'd say halve the y value, but for an image.... yeah, there's a y scale, isnt there? try making that .5. wait, y on an image is vertical, ainnit? make the x .5. or make the y 2. well, fiddle, and see if that helps ;)