#Texture Mapping Faces
10 messages in this thread
Why doesn't 3DStudio allow mapping of just selected faces? I had a 3-sided
tube that I wanted to map with different textures on each side & had to
separate the sides into objects, add the mapping coordinates, then attach them
all together again.
Hi Glenn,
<< Why doesn't 3DStudio allow mapping of just selected faces? >>
I can take this as a wish list item.
The reason that you create a seperate object is to get seperate vertices with
UV coordinates. Each vertice can only have one set of UV's. Reattaching the
object after you've applied a material will create coincident vertices with
seperate UV's and material assignments. I agree that the current process could
be automated but it's not too cumbersome, just a few extra key strokes. 🙂
jonas[adesk]
Okay, that explains it! While we're on the subject of "wishes", is there a
way to make multiple clones of a spotlight? I've got a scene that has a few
track-lights, each light having a spotlight parented to it. It'd be nice if I
created one spot, then cloned it along the track so if I have to adjust color
or falloff I only do it once.
I picked up on your technique of parenting a camera and its target to a
dummy & then moving the dummy & it works great! I'm still bugged by uneven
paths when key frames are inserted along the path.
Thanks for the info.
Glenn, You can copy lights using Move with Shift held down just like for
objects. To copy and move both the light and the target hold down Shift and
Ctrl.
DM
Yes, I've done quite a bit of cloning (thanks for the shift/ctrl tip
though). What I meant was, as in making clones of objects in the Keyframer
where the copies imitate the original, why not be able to do the same thing
with lights? If I'm not mistaken, Keyframer clones will change if the master
object is modified. I just finished a piece with 16 spotlights in a
track-light unit. If I wanted to change the ranges on these lights I'd have to
do each one individually.
Which brings me to the NEXT question: why can't ranges be adjusted in the
Keyframer? And why can't they be visible or invisible like the spot cone or
camera cone?
Glenn, Ahhh, now I see. You want to be able to instance lights. That would come
in handy. I'm not sure but Mark Meiers Light IPAS may do the trick for you. You
could take a look at it. It lets you update a bunch of lights based on a
particular lights attributes. Animated ranges would be cool. I am working on a
project that started out as a still and I'm now trying to animate. I got some
nice lighting effects using distance cueing and now it would be great to be
able to animate my camera independent of it's range settings. This would keep
my distance cueing intact. Jonas you listening? I'm sure Jonas will pick up on
your wish also. But for now it may be just manual keyframing.
DM
This Light plug-in sounds like what I'm looking for. Where would I find
that? Thanks for the tip.
Hi Glenn,
<< lights…>>
File Info for MOVLIT.ZIP
Section: IPAS Usage Contributor: 73523,1371 Size: 22400
Submitted: 2/13/95 Type: Binary Accesses: 179
Title: movlit.zip
Keys: IPAS PXP LIGHT MOVE 4.0
Universal PXP to move omni and or spotlights as a group. 3DStudio 4.0 only.
File Info for LTUTIL.ZIP
Section: IPAS Usage Contributor: 76330,3402 Size:
41788
Submitted: 6/2/94 Type: Binary Accesses: 890
Title: IPAS Lighting Utilities
Keys: IPAS LIGHTING UTILITY ARRAY STYLE DELETE
This is a shareware IPAS3 PXP to implement the concepts of Light Styles, Light
Arrays, and
Light Delete by Name. Written by Mark Meier.
Hi Glenn,
<< Which brings me to the NEXT question: why can't ranges be adjusted in
the Keyframer? And why can't they be visible or invisible like the spot cone
or camera cone?…wish..>>
got it.
In addition to what Jonas said, the reason why we originally set 3DS up to do
it this way was to save about 50% of the RAM that would've been required
otherwise.
– G