#UV mapping via script?
15-Jun-95 11:33:08
Sb: #175193-#UV mapping via script?
Fm: Syndesis 76004,1763
To: Jonas Ruikis [ADESK] 73172,1351
I have some questions about UV, too. I've been researching how InterChange
might best move UV coordinates between 3D packages. So far, I've classified 3D
programs into the following categories:
1. No UV coordinates or texture mapping.
2. Implicit UV coordinates, where the calculation of UV for each vertex is
performed at render time based on the type of mapping in the object, and UV
info is not stored in the file format and is not editable. For example,
LightWave and Imagine work this way.
3. Explicit UV coordinates, where the program precalculates the UV coordinates
for each vertex when the user sets the mapping type (cylindrical, spherical,
etc.) and where those UV coordinates are stored in the file format. 3D Studio
fits in this category.
However, as I understand it, there is no user interface in 3DS for adjusting
actual UV values per-point. If this was present, it would allow a type of
texture "pinning" where the user would say, I want the center of this bitmapped
eye's pupil to be centered on this point.
4. Explicit UV as above, with user control of UV. Wavefront and Alias allow
this, where you can parametrically adjust a set of UV values across an object,
allowing shifts of the UV values en masse, shifting and puckering the texture
map.
An IPAS or a script can change the UV values in a 3D file, right? What happens
when you do this? Does the renderer glitch at all?