CompuServe Thread

#Mapping Questions?

9 messages in this thread
#155772From: Kim HeaverFeb 26, 1995 4:22 PM
Some questions I came upon while reading throught the manuals. I've normally used Surface/mapping/apply obj. but I found a command Surface/material/assign face and I'm wondering about ways it can be used. I'm assuming that surface/material/assign face is the same as face mapping in the materials editor. Is face mapping the same as you get when mapping in the lofter or is the lofter map some sort of continuous map which aligns with each face? Do most of the common mapped materials work out ok when face mapped? Is face mapping the same as doing a Create/face/detach then Surface/mapping/apply obj. and then doing Create/object/attach. Thanks Kim
#155786From: Yost GroupFeb 26, 1995 6:56 PM
You're confusing some core 3DS concepts here, Kim. My first recommendation is that you go through the tutorials. Beyond that, notice that you mention Surface/mapping/apply obj. and compare it to Surface/material/assign face. In the one case, you're referring to _mapping_, which establishes mapping coordinates on an object for mapped materials, while the second command has to do with assigning _materials_ to an object at the face level. The Face Map button in the Materials Editor, on the other hand (or on the third hand) is a special function that's carried with a material and affects the way it's mapped to any object. On the _fourth_ hand, Create/face/detach is a modeling function that alters the structure of an object and has nothing to do with materials or mapping. Again, I highly recommend you spend time with the tutorials. There's a lot of stuff in 3DS, and we tried to organize the tutorials so the various concepts and functions are introduced in a logical order. – Jack
#155837From: Kim HeaverFeb 27, 1995 6:52 AM
Hi Jack, Sorry, but I don't think I explained my question clearly. ———————————————————————- — >You're confusing some core 3DS concepts here, Kim. My first recommendation is that you go through the tutorials. Beyond that, notice that you mention Surface/mapping/apply obj. and compare it to Surface/material/assign face. In the one case, you're referring to _mapping_, which establishes mapping coordinates on an object for mapped materials, while the second command has to do with assigning _materials_ to an object at the face level. The Face Map button in the Materials Editor, on the other hand (or on the third hand) is a special function that's carried with a material and affects the way it's mapped to any object. On the _fourth_ hand, Create/face/detach is a modeling function that alters the structure of an object and has nothing to do with materials or mapping. —————————————————————– Whew that went fairy well (:-< (ha) I was referring to mapped materials for complex objects where one type of mapping is not suitable . Hence the detaching the faces ( to apply mapping coordinates). Basically my question was comparing using a face mapped material in leiu of detaching the faces, applying mapping coordinates separately and then applying a mapped material. And how does that compare to mapping during lofting and then applying a mapped material. Sorry for the previous mess, and thanks for your rapid reply. Its really nice in these days of big software houses/ivory towers to be able to get a reply straight from the horses mouth. (so to speak) Thanks again, Kim
#155860From: Jonas Ruikis [ADESK]Feb 27, 1995 10:47 AM
Hi Kim, << Basically my question was comparing using a face mapped material in leiu of detaching the faces, applying mapping coordinates separately and then applying a mapped material. >> When comparing these 2 alternatives, note the picture of the GSphere on pg. 9-67 that was face mapped. In this particular case, detaching faces/applying mapping coords/reattaching would give you more control of the result over face mapping. However, note the cube and the cylinder that was face mapped and the result is satisfactory. << And how does that compare to mapping during lofting and then applying a mapped material. >> Please review pgs. 6-98..6-101 for additional insights. jonas[adesk]
#155861From: Yost GroupFeb 27, 1995 10:49 AM
Okay. Now that I've got a better idea of where you're coming from, I'll try it again. <g> Face Mapping, as mentioned, is carried with the material and forces a copy of the material to each facet of the mesh where it's applied — completely ignoring any mapping coordinates that might have been applied. In addition, the definition of "facet" varies depending on whether the facets of the mesh consist of single triangle meshes or double-triangle quads. Generally, Face Mapping is an excellent way to achieve patterned surfaces, but your control of the pattern is mostly dependant on the structure of the mesh object. (In other words, you don't really have much control, but you can get some cool effects, and it's easy to apply.) Lofted mapping lets you apply mapping based on the length and perimeter of the lofted object. Thus, it lets you control the mapping on objects that would otherwise be impossible to correctly map using the tools in the 3D Editor. The tutorial example of mapping a helix is typical. You could not properly map a helix using planar, cylindrical, or spherical mapping. Since mapping coordinates can be applied no lower than at the element level (you can't apply different mapping coords. at the face level), if you want to apply different mapping coordinates to various faces in an object, you first detach the faces, making them an independant mesh (they no longer share vertices with the rest of the object). You can then reattach the faces to the object so that they're an element of the object, and then you can apply different mapping coordinates at the element level. Of all the mapping processes I've mentioned, this requires the most work — but yields the best results.
#155815From: John K. JordanFeb 26, 1995 11:08 PM
I just wanted to reinforce what Jack said. If you want to be any good at all with 3DS, you should do ALL the tutorials. In fact, there is so much to absorb that I did them once then went back and did them all again. You mentioned you were reading the manuals – great!, but read them at the computer and try things as you go, STARTING with the tutorials. All your questions will be answered this way. On the gripping hand, if you can be satisfied with wasting a lot of time and being a mediocre animator, don't bother. <g> BTW, listen to Jack – he literally "wrote the book" on 3DS!
#155838From: Kim HeaverFeb 27, 1995 6:52 AM
>but read them at the computer and try things as you go, STARTING with the tutorials. All your questions will be answered this way. Hi, I was actually doing that, but I has some other questions that I explained very poorly. (that will teach me to ask questions first thing in the morning) thanks again, Kim
#155841From: John K. JordanFeb 27, 1995 7:26 AM
I understand completely – I HATE mornings. My brain doesn't seem to start until sometime after 11am! I'm glad you're doing it right – you'd be surprised at the number of people who seem to pride themselves on how little they open a software manual. Ack! This may work fine for MS Office and Photoshop, but it's sheer idiocy for a 3DS'er. Tutorials, experimentation, and patience – ah, that's the ticket. All this materials and mapping stuff can be confusing. As Jack said, don't confuse materials and mapping coordinates. If still confused, please rephrase and ask again. 🙂
#156049From: James BieblFeb 27, 1995 11:07 PM
JKJ >> On the gripping hand… Uh Ohhh….Moties in Oak Ridge! Using 3ds, no less. JB