CompuServe Thread

#Bitmap to Hemisphere

8 messages in this thread
#177715From: eric d. jensenJun 28, 1995 10:13 PM
I have a circular logo that I want to apply to the face of a hemisphere. I assign it to the Texture Map 1 and when it is applied as a decal it looks skewed at the top of it. I jerk with the S button affecting the position, scale, etc, adjusting the numbers in the scaling and offset, but I'm just guessing, and it still looks bad. Wasted an hour. I want it to spread evenly other the face of the hemispehere. I have even tried to map with cyl and circular coordinates. Help! Eric
#177733From: Bob WeiblerJun 29, 1995 12:27 AM
Eric, I'm just guessing here, but if you're trying to get the circular logo to cover the entire hemisphere, I would suggest using a flat rectangular mapping to just cover the hemisphere. Apply you're logo as a material, and size it so that it just reaches the edges of the hemisphere – shouldn't have to mess with the position, just the size. Was this clear at all? Bob W.
#177870From: eric d. jensenJun 29, 1995 7:52 PM
Bob, thanks for the reply, I applied cyl and cir mapping coordinates, but did not think of using the planar coordinate. As far as applying the logo as a material, I applied it as a texture map. I'm sure if we are talking about the same method or are you thinking I need to save the texture map as a material in the library. If so, how 'bout a short course. Thanks, I'll give it a try. Eric
#177913From: Bob WeiblerJun 30, 1995 1:10 AM
Eric, Yes, I believe planar mapping will work. If your logo is a gif file for instance, start a new material with white for the lighting (ambient, diffuse, specular) use your GIF file as a texture map at 100%. Save this material under whatever name you desire. 'Voila, you should have your material. apply this material to your planar mapped hemishere. In order to get it just right, you could mess with the size of the mapping icon, but changing the scale of the texture map in the material editor should be easier and quicker. Let me know how it works out. PS. I just got back from the bar, so if this message isn't clear or anything, just blame the alcohol! 🙂 Bob W.
#178099From: eric d. jensenJul 1, 1995 1:43 AM
Yes, I did not have a chance to apply the tiff file to planar coordinates today as I had planned, too busy making a living. Thanks for the theory lesson, as I will attempt it tomorrow. I think we are on the same vapor, I just got back from the bar. Does it ever cease to amaze you how quick you lose influence at the bar when you begin to discuss 3d Studio? The skeet is just too heavy. I'll let you know. E.
#178011From: Phillip L. MillerJun 30, 1995 1:47 PM
You might also want to LOFT the sphere/dome to get lofted mapping coordinates. It's the best way I know of acheiving mapping that works for things like golf balls, trees, and globes. – Phil
#178100From: eric d. jensenJul 1, 1995 1:53 AM
Hey, Phil, thanks for the reminder. As I recall I created the hemi in 3d Editor. I'll delete the hemis and create them in 2d shaper and loft them with coordinates. The thought had occured to me but I had already created them and inertia paralyzed me into dealing with the status quo. Do you or any one have any any thoughts about making one of the hemis wink in animation. That would be eye catching in my flying logo. Thanks. E.
#178193From: Phillip L. MillerJul 2, 1995 9:31 AM
>> any thoughts about making one of the hemis wink in animation. The easiest way to do that is to resort to planar mapping and assign it a FLC texture of an iris and an eyelid coming done over it. It also works to pan/roll the eye back and forth. Depending on how close you're placing the viewer to the eye, you may want to consider modeling the eye lid – after all, it is a different part. – Phil