CompuServe Thread

#Decaling a Photoshop TIF

13 messages in this thread
#183274From: zack lyonAug 2, 1995 5:40 PM
Help! I am trying to decal to a plane on an extruded placard with an image file created in Photoshop. It is a TIF file. I can see it in the materials editor as it renders the sample but when I go to render the decal to the actual object, I get nothing. WHY? I read through the manual and I still can't figure this one out. How does one do this? I am relatively new to 3DS and I need all the help I can get. By the way, this is a very important part of 3D studio for me. I really need to know how to effectively place logos and decals on products created in 3D studio. I also need to know how to do it such that the results that I get are expected. No surprizes, please. Thanks a million in advance, Zack Lyon
#183346From: ALAN IGLESIASAug 3, 1995 1:12 AM
Zack, have you read everything in the manual concerning mapping coordinates, material application, and the properties of Decal transparancy? By your message, it's quite difficult to pinpoint exactly where you are running into your problem. Also, there are a number of ways to approach the "decaling" of an object in 3DS that may be of interest to you, and I'd be glad to explain them to you if they are revelant to your projects. If you continue to have a problem with your Decaling, I'd be glad to take a look at your file (you could Email the critical parts to me) and try to help you get the effect you are looking for using either the Decal method, or the other approaches I mentioned, if applicable. As you get deeper and deeper into the workings of 3DS, I think you will come to appreciate (as most here do) the vast options 3DS affords you to create many, many effects. Often all you have to do is let your mind wander a little bit and you come up with all kinds of approaches to tasks you may encounter. It is the hallmark of a comprehensive 3D package, I think, and one that has saved me many times. Please let me know how you are doing, -Alan
#183392From: zack lyonAug 3, 1995 10:07 AM
Alan, By your response, I detect that you feel I don't understand something about mapping coordinates. You may be right. My assumptions (and you know what that does) are that if your normals are unified (this may have nothing to do with anything) and I get material from scene, select file for texture1 and set decal, then I should be set. No? Problem is that I can see the decal on my cubic sample when rendering in Materials program, but when I render object it never shows up at all. Why? I don't know. That's why I am asking you. Thank you very much for your timely response. I so enjoy C'serve for its promptness in getting tough questions answered quickly. Zack Lyon
#183426From: CSA/CAAug 3, 1995 12:52 PM
Zack, PMJI, but your message of setting DECAL seems to leave a step out. PUT the changed material back to the scene. Kevin Krell – Computer Support Associates
#183435From: zack lyonAug 3, 1995 1:23 PM
Yeah, I forgot to tell you, I was doing that >>>>PUT the changed material back to the scene<<<<. But still no potatoes. Zack
#183447From: ALAN IGLESIASAug 3, 1995 3:02 PM
Zack, although I may not be understanding you correctly, I don't see in your description where you have done the Surface/Material/Apply… operation to your object, faces, or element. In order to successfully apply texture-mapped materials to faces in 3DS, one must have applied mapping coordinates *and* applied the material itself. To check to see if the material is actually applied to the object, do a Surface/Material/Aquire and click on the object on question. The material should be listed in the dialog. Hope this helps, -Alan
#183470From: Yost GroupAug 3, 1995 5:46 PM
I recommend that you check the mapping coordinates on your object. Make sure that they're applied, and check their tiling, etc. – Jack
#183547From: zack lyonAug 4, 1995 7:20 AM
Jack, All has been done and I can now see the image that I want on the object that I have created, only I need the image to be 90 degrees rotated about the center of the face from where it is. I tried using material/surface/mapping/adjust/rotate, but it didn't seem to make a difference. What next?
#183554From: Ted BoardmanAug 4, 1995 8:14 AM
Zack It sounds like you forgot to reapply the mapping coords after the rotation? -Ted Boardman
#183572From: zack lyonAug 4, 1995 10:28 AM
Okay, I will try that. Yes I may have forgot to reapply the mapping coords. Thanks for the tidbit. Zack
#183564From: Yost GroupAug 4, 1995 9:51 AM
Sorry, Zack, we're right smack in the middle of preparing our Siggraph launch, so I can't keep up with you on this. Maybe someone else can help. (In the meantime, why don't you check out the mapping parameters settings in the Materials Editor?) – J
#183574From: zack lyonAug 4, 1995 10:35 AM
Thanks Jack, Your time is very valuable and I appreciate that. You have a great time at Siggraph. Others have already helped to resolve my ignorance. Zack
#183582From: Ralph F. FrantzAug 4, 1995 10:47 AM
In addition to Ted's reply about re-applying mapping coords after you rotate it, you could have alternatively rotated the UV coordinates ROTATION ANGLE using the settings [S] button next to the mapping assignment and not have had to change the mapping coordinates at all. Ahh, the many ways to skin the cat. Ralph