The Z Rotator group is what rotates the X and Y coords on the Z axis. A multiplied Z coord is then plugged into the rotator’s radian input so that the rotation changes with height.
This of course requires that the object origin be in the center of the pole and that the pole be vertical.
I still find it rather strange that there is no sockets for the values on the mapping node. Some kind of optimization maybe?
Ikari,
No I did not remove doubles. Will do that “W” in edit mode to launch menu… Sorry for all the questions and or illustrations making it seem as though I am littering… I am just making sure I am being understood. Again I appreciate you guys help. For sure.
So I did remapp my UV in the other engine but I am still not getting a solid view 360…As mentioned above. (normals then?)
Here it is with Cycles unwrapped. Is there a trick or button to see it “live”? it is so hit and miss whether or not I see a rendered or applied view of any materials…
To overcome that “step” I should make my PNG square and even to get a good mapp then. Does the cylinder have anything to do with the way it maps.
IGE: height of cylinder compared to height of png? /
You mentioned rectangle for my UV… should those coincide with cylinder? If so where is the size indicator of an object in px?
When I make the cylinder sightly transparent will my colors honor it too?
SynaGlow-
Yet another solution to my project. I will study it and try to get my head around it. Appreciated for sure. Is that a cylinder using Nodes to achieve the pole stripes? THANK YOU for the Blend file.
I only wanted red and white since I am doing a barber pole and not doing any tooth extractions or bloodletting,LOL (the blue)
NC
I played with that Blend file but I am not seeing a desired animation> Unless I missed how to render it?
The pole does not twirl. Merely sits there as though it is a still. I am looking for animation. Did I miss something. Please advise if so.
Thanks
A .blend says more than a thousand words, I guess…
I’m not much of a BI guy, so here’s a basic Cycles setup for such a material. As a starting point, obviously: Looks a little waxy still and the spiral pattern on the floor looks plain weird…
The reason you have a shadow on your cylinder is because you’re using “Textured” shading mode in the viewport, which takes lamps into account. There is a single lamp in the scene, so it’s drawing a shadow on the other side. If you delete the lamp, it will revert to a “shadeless” look and you’ll be able to see it from all angles.
To overcome that “step” I should make my PNG square and even to get a good mapp then. Does the cylinder have anything to do with the way it maps.
IGE: height of cylinder compared to height of png? /
You mentioned rectangle for my UV… should those coincide with cylinder? If so where is the size indicator of an object in px?
No, the only thing that determines mapping is the UV map. The size of the image doesn’t matter as long as it repeats correctly. If you take a piece of paper and fold it to make a cylinder, you have to make sure the texture matches where both ends of the paper meet.
When I make the cylinder sightly transparent will my colors honor it too?
Transparency is handled by the material settings. Even if your PNG has transparency, you’ll have to tell the material to use it and map it to the alpha value. But that’s a tutorial in and of itself…
Thanks you guys, I really appreciate the direction and help on this. Really cool of you guys.
Pesho you are really good with Blender that paper looks so life like!
SynaGlow your way is really slick due to not having to create an asset or png. Just using nodes. I grabbed that Blend file appreciate it.
Ikari thank you too for the Blend file. Yours looks good. I think the bleed is due to too much luminence. I will play with the both of them.
I think between you guys including Rich that if someone is trying to make a Barber Pole in Blender and comes across this, they have a few options here.