Information on different texturing systems

Hey,

Can anyone tell me where i might be able to find some resources which explain how textures are applied in blender? I"m giving a small presentation to my local LUG about blender, and i hope to include information about the two main texturing systems (UV and the normal blender texturing).

For example, the UV texturing “paints” a texture onto an object, so that when you distort the shape of the objects the texture changes as well.

How does the normal texturing work?

is there a special name for the default texturing style?

Finally, is there somewhere where i can show off some cool pictures from blender? THe galleries section is down, but i really liked some of the artwork in there…

uv compared to other mapping modes takes account for the size of faces that means when you have a chekerboard faces which are smaller will have a smaller checkerboar as well.

the other systems only stretch the texture like rubber over the hole mesh without any stretching distortion etc…

bu you animate an iris for example and the iris texture gets stretched the same way you animate the irisring.
with planar mapping you would have to adjust the texture scale to fit onto the iris shape!

eicke

Check here. I give a brief illustrated explanation of what happens to the texture when you rotate an object.

http://www.geocities.com/woodsmith102000/Tutorial2.html?

Hope it is of some help.
Elsdon

The different mapping types in blender:

UV: The XY co-ordinates are found by interpolating the U and V coordinates of the face. The Z ordinate is 0

Object: The texture is mapped as if projected by the specified object (along the -Z axis of that object like a lamp is)

Global: The XYZ co-ordinates of the texture are the XYZ co-ordinates of the point in blender space.

Orthogonal (default): The XYZ co-ordinates of the texture are the XYZ co-ordinates of the point relative to the object’s centre

Sticky: ??? not sure, what are “sticky co-ordinates”? I think it’s similar to UV but don’t hold me to it.

Window: The XY co-ordinates are the co-ordinates of the pixel on the final render. The Z ordinate is 0

Normal: The XYZ co-ordinates are the direction of the face normal relative to the camera (very useful for faking glass, the greater the angle the more visible the material)

Reflective: Some weird calculations to make envmaps work - i’m not even going to try to figure out how it works.

Normal mapping can be fun - map a Magic texture Nor to a sphere in channel 2 (you’ll need set smooth) and render it.
Now put a stucci bump-map in channel 1. Render and compare.

wha?? that’s sooo wierd… Never noticed that before :slight_smile:

Thanks, thet’s exactly what i needed :slight_smile:

Sticky textures are applied based on the camera angle or something I think. All I know is that they’re used for putting things like decals on objects. I haven’t established how to do it yet. But then again, I stink at this!