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Vue F.A.Q (Last Updated: 2025 Jan 24 7:34 pm)



Subject: Problem with bark texture.


Rynn ( ) posted Wed, 16 January 2002 at 9:44 AM ยท edited Sat, 11 January 2025 at 4:10 PM

file_257842.jpg

On the right you can see the texture on a cube, and on the left it is on a cilinder. My question is, how can I make this texture map correctly on the cilinder? I tried several things, but I haven't found a solution yet. Thanks in advance for any answers. Rynn.


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

file_257844.jpg

Here is a cylinder and a cube, sharing the exact same material -- an image map containing a vertical design.


Varian ( ) posted Wed, 16 January 2002 at 2:12 PM

file_257846.jpg

Here is a cylinder and a cube, sharing the exact same material -- an image map containing a horizontal design. (This is actually the same image map, but it has been rotated 90 degrees in a paint program.)


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 ;)


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