CompuServe Thread

3 Texture Maps HOW?

6 messages in this thread
#106917From: Judy WellerJun 10, 1994 11:24 AM
I created a metal material which requires 2 texture maps. On one particular object, the turret, I want to Decal a Red Star on it. So far the only solution is to replace the second texture maps ( which puts my rust spots on it) with the redstar Cel which is decal. Could anyone give me any ideas how I can put that Red Star Decal on, and still have my 2 texture maps? Judy
#107100From: david W. mennenohJun 11, 1994 9:57 AM
Judy, Using the same material for this you really couldn't with the way you're describing. You could apply your'e current material with the two texture maps to a flat plane and render just that image then use that single image as one texture map. That would free up the second texture map for your star decal. Or you could just use what you have now and create a small piece of geometry just bairly raised above the surface of the turret and apply the star to that. Either way it shouldn't be too hard to accomplish this. Good luck. Dave Mennenoh
#107127From: Grahame NaylorJun 11, 1994 12:29 PM
If you are not using the base colour of the object then "mask" through your 2 existing textures with a B/W decal of your star. If the base colour is already in use then Opacity map through to a red object inside.
#107243From: Judy WellerJun 12, 1994 7:41 AM
Thanks – I'll try that. Judy
#107132From: ALAN IGLESIASJun 11, 1994 12:51 PM
Judy, as David mentioned, a piece of 2D geometry placed extremely close to another can make a very nice "decal" effect. In fact, when I consider the wonderful A-A routines in r3, it's often my prefered method for decal effects that I wish to be _very_ clean, and resolution-independent. This is relativly simple for flat objects, but what if your turret is round, right? If your turret is non-flat, first, save your file, then boolean an extruded version of your decal with the turret and save the intersection as a new 3DS file. Re-load your original file and merge the intersection file. You may need to delete a few vertices to make as simple as possible. Now move it out from the turret (at least .01-.02 RW coordinates to avoid co-planar faces) and do some test-renders. The decal should have the identicle surface characteristics as the turret, and look "painted on". If there is a bump map involved (say, for rivets, or something), you can easily apply the same mapping coordinates to the decal as the turret, providing a seamless decal effect. I first used this op for placing numbers on a boat hull, it worked quite nicely. This technique can be used for all sorts of things. Hope it helps, -Alan
#107137From: Steven ElliottJun 11, 1994 12:53 PM
Could you consider making the red star a separate object? This could be a simple 2-D cutout that floats just outside the surface of the turret. Create a material for the star and apply it to the cut-out. Then attach the star to the turret in the 3D Editor or link it in the keyframer to make it stay put.