Re: UV space-texturing question

Date : Mon, 22 Oct 2007 06:53:56 -0500
To : XSI(at)Softimage.COM
From : "Bernard Lebel" <3dbernard(at)gmail.com>
Subject : Re: UV space-texturing question
I don't have XSI in front of me, but here it goes.

You can extract a texture projection with the texture lookup node. I
don't remember if that particular shader has controls to offset the
coordinates, but if not, plug it in a texture_edit shader, which is
meant specifically for this.

Finally, instead of using an Image shader, use an image lookup shader.
Plug the image clip and the texture_edit shaders in the inputs.


Cheers
Bernard



On 10/22/07, Michal Doniec <doniecm(at)gmail.com> wrote:
> Hello,
>
> I am not very experienced when it comes to more advanced texturing than
> one or two maps. Here is my problem.
>
> I have UVs laid out on one texture projection, but they occupy 0 to 3 UV
> space. Head is 0 to 1; torso is 1 to 2 (U, V is always zero) etc..
> Question is how do I offset UV spaces within the same texture
> projection. I have tried few things.
>
> - cluster materials for every set of UVs, UV wrap on. This obviously
> work, but for many reasons I really dislike this solution
>
> - I know I can offset U or V in texture_projection_def, but when I try
> to copy texture projection, texture_projection_def is shared between
> copies - which disallows me to modify offsets per projection (copy)
> basis - if I change offset in one, it changes it for all others. I'd
> really like to do it that way (use mix8colors and copies of texture
> projection with different UV offsets). Any chance to copy texture
> projection and not to have texture_projection_def shared between copies?
>
> Thank you in advance.
>
> Michal.
>
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