(REQ) Place Component by UV?
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Not sure if this is possible or not, but is there any way to connect the placement of a component on a face, in relation to the UV coordinates of a texture on that face, whereby the user could let's say trace out and extrude a brick or pebble and make it into a component and have the plugin duplicate the component everywhere, in the same coordinates on the image, that image tiles across the face? The idea is to add small 3D details across flat textures.
An example would be as in the image below...
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That should be possible... an interesting idea...
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Great to hear....With the work you've done mapping out UV coordinates, you know better than anyone if that could work.
There would be a ton of use for a Component Tiler plugin. I wonder if a good way to approach it would be to convert the actual texture into a "Live instancing" texture, where anything drawn or created on any one tile of a texture is simultaneously created throughout the patchwork of texture tiles across a face. That would be pretty incredible.
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That would involve observers - which currently are a can of flesh-eating worms. But the concept is really good.
I'm currently a bit busy with Vertex Edit, so no immediate time to tackle this. Least not "live-texture".
But if no one else jumps the gun it'll be on my list of experiments to do. -
... I just realised I got a UV mapping tool 95% done - completely forgotten about it! x_X Maps textures along curves. Really should get that one out there....
gaah... if only one could buy a bag of Time. -
A curved UV mapper?!!! As someone who builds and textures curved walls everyday, as well curving brick borders and such, that sounds as if it would make life soooo much easier. I'm looking forward to you tackling the remaining 5%. Let me know if you need help testing it out.
Regarding the Component Tiler, perhaps Chris Fuller will catch wind and maybe think of expanding the concept into his component stringer?
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