#Decaling a Photoshop TIF
13 messages in this thread
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
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
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
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
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
I recommend that you check the mapping coordinates on your object. Make sure
that they're applied, and check their tiling, etc.
– Jack
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?
Zack
It sounds like you forgot to reapply the mapping coords after the rotation?
-Ted Boardman
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
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