3ds Mapping Plug-in
25-Jul-95 00:10:30
Sb: #181712-3ds Mapping Plug-in
Fm: J.J. Hoesing 102376,2401
To: Animated Design Pty 100244,2034
The things about mapping that you mentioned are definitely problems. I
really wish that there were a way to fix them, but due to a variety of
problems, a universal "perfect" mapping plug-in just isn't possible.
Inside 3D Studio, mapping coordinates are stored at the vertices. What this
means is that every face in the object shares a location on the texture map
with its neighbor. This is probably the biggest problem with the current
mapping scheme. Some (most) objects are basically impossible to map without
some mapping artifacts.
It would seem that a good solution would be to allow every face to have its
own mapping coordinates at the vertices, so every face can be independent of
the other faces. In fact, it would be possible to work this. The problem is,
if every face is given its own section on the map, it gets very difficult to
edit texture maps in a 2D package. 3D paint packages would work great with
this solution (given a few extra tweeks), but the resulting map file would be
almost useless in 2D paint packages. This doesn't even begin to get into the
filtering problems the renderer would face.
Probably the best compromise is to allow texture "strips". This is similar to
the above idea, but instead allocates a rectangular region in the texture map
to a set of polygons on the object. It is much more difficult to solve
distortion problems with this method, but it is probably the best compromise
for now.
So what's the final word? None of the above solutions can be implemented in
R4, at least not directly. It is possible to do something similar to the
strips solution, however. Just dice your object up and and apply the best
mapping method to each segment. It's a painful way of applying mapping, but
the results can look great! If anyone knows a better way, I would love to hear
it.
Hope this clears some things up,
J.J.