UV plugin idea... maybe someone will make it.
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To rotate texture coordinates so it can be applied on a horizontal curved surface. (eg. a road, brushed metal corner...)
In the visual example I made a component instance, then I rotated it to exemplify the result.
I know there is UV Toolkit, but that use entire texture image to fit it in a quad, regardless of its dimensions.What would be nice, that the texture on next segment to continue from where it ended on previous one (like "projected texture" works).What do you think, people?
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That is one of my to-do projects. But I have not had any time lately to take it on.
One thing from your illustration confuses me - the bit where it said it should be a single surface. You mean one big face with none of the internal edges?
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@thomthom said:
That is one of my to-do projects. But I have not had any time lately to take it on.
One thing from your illustration confuses me - the bit where it said it should be a single surface. You mean one big face with none of the internal edges?
The drawing was mede from component instances rotated, not a single face... Even if there would be a single face, the verticles that can delimitate quads will be on edge segments.
And the most interesting situation for this one would be this one:
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I'd also support any serious attempt to improve UV mapping in SU.
Thom, you know I love your UV Toolkit (that's also why I made that tutorial with it) but certainly some "more freedom" with UV mapping would really come handy.
NewOne's idea is great - not that I could tell how easy it would be to implement it. Maybe indeed you need to break that big face into pieces first, make every texture bit unique, bend the shape as wanted (or whatever) and finally somehow combine them as UV mapped?
Certainly (with a surface bending in all 3 dimensions like above) it would also need to involve some texture projection and such so I can imagine it is not that easy.
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