Note: See the Rectangle command for detailed option descriptions. If an object has no applied texture mapping, surface mapping is used to map the texture. When the textures are applied to an object, the texture is applied using the matching channel number on the object. Textures in materials can be assigned a channel number. An object can have any number of channels and therefore can hold any number of texture mapping types. Each mapping channel is identified by a number. Mapping channelĪ mapping channel holds a set of texture-mapping parameters. Think of v as the other direction (up and down).Īny time an image is applied in a material and then applied that material to a model, uv‑texture mapping is used. Think of u as one direction on a piece of graph paper (side to side). U and V are the coordinates of the texture corresponding to X and Y. The problem of how to represent the texture in 3-D rendering can be overcome by means of uv‑mapping. Mapping transforms a 2‑D source image into an image buffer called a texture.Ī texture can be applied to the surface of a 3‑D model to add color, texture, or other surface detail like glossiness, reflectivity, or transparency. Mapping is a process of defining how to represent a 2‑D image on a 3‑D model. Texture mapping properties manage texture map projections for selected surfaces, polysurfaces, and meshes.
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