What determines ability to change texture position?
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I've run into this a few times and don't understand how it works.
I think that SU does not allow you to rotate/reposition textures on curved surfaces or hidden line surfaces, but I would have expected to be able to change the position on this flat surface (see attached).
Does anyone know what determines the ability to edit a texture?
Note in attached picture "right-click", "texture", "position" function is not available.
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if u re-apply the texture to a single face the option should appear, stange eh?
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Right on. I don't understand it, but that's ok. I'm off and running. Thanks for the tip.
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I assume the texture is applied within the group, not outwith, i.e. with the default texture on the selected face?
Is it possible that "soften edges" has been applied to that surface or group?
I did a little test and the only other way to have a texture which didn't generate those options on the context menu was if it was a flat uniform material i.e. it doesn't use a reference image, but that obviously isn't the case with your example.
Hmmm.... this is a tricky one. Can you post the model or part of it?
Jackson
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Nick,
I also assume that you applied the texture on the entity as a "group" or "component".
Maybe not though. But maybe grouped later. Or something like that.
Or maybe it is a smoothed face where you ought to have hidden geometry turned on before being able to "edit" the texture.
Post the file (or at least an example), please, for us to see!
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Yes, exactly. That's what I tried and worked that way.
You can only "edit" a texture's behaviour (positioning, projecting etc) if it is applied to a single fae.
If you need to have positioned/projected images on surfaces made up of more/several faces, turn hidden geometry on first, do the editimg on a single face and then apply the material on the whole face (hiding hidden geometry again).
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Yes this happens to me, and I have realized that all the faces take the texture , including the internal faces, that they assume they must be back face.
Then another questions, if the back bace take texture, likes Nick's model, this affect the file size?
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Well, I never measured but often I like the back faces to get the textuer, too for two reasons:
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when orbiting, sometimes the back colour of the entities show a little bit - which I don't like seeing (though does not affect the quality of the model)
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when creating section cuts, those ugly back faces can't be seen (though I like to use the section cut face ruby with which these problems do not appear.)
I guess it does not enlarges the entire file size too much for there is only one texture to measure - the only fact that can affect it those small bits to count the instances the texture is applied to.
There are two ways to apply the texture "inside":
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selecting all geometry (like triple clicking "inside" the group/component) and applying the texture
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applying the texture on a group/component "from outside" its context (but in this case you're unable to edit the texture).
When you painted something "inside", it cannot be changed from "outside". So like using the same components of say cars, whose windows and tyres were painted with the proper textures (glass and black) from inside the component, it means that the component as a whole was edited - thus changed. All instances will inherit this.
Then you can paint the rest (body of the car components) from "outside" with different colours - all that is painted from inside will remain glass/black - only the rest will be painted but in this case you can have different colours of cars (example taken from the bottom lines of this page). -
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Gai, you are correct, the material was indeed applied to the group. I've replicated the original circumstances in the attached skp file.
It appears as though applying a texture to a group associates the texture with the larger entity, not with the individual face. Thus, to work around the issue, simply open the group and reapply the material to the specific face.
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