#Bitmap to Hemisphere
8 messages in this thread
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
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.
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
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.
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.
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
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.
>> 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