Serious question about texture mapping for Halo materials

(theeth) #1

When using a textured halo (without HaloTex), how are the mapping coordinates determined, and how can the different mapping method affect them?


(Eric) #2

Halos are 2d, therefore they can only be mapped in one way.

(theeth) #3

Halos are 2d, therefore they can only be mapped in one way.[/quote]

halos are 2D, yes, but I’m not sure I get the rest of the sentence. Even with halos, textures are not mapped as if they were flat (in one plan parallel to the camera). It seems to work as ig it was always in orco/glob mapping.


(Eric) #4

oh, sorry. I didn’t see you meant without HaloTex.

But tell me, how can u get textured halos without HaloTex?

(Briggs) #5

Hey theeth,I looked at your file. Basically textures are applied to halo’s using the objects texture space like any other method of texturing. Uv mapping however seems not to work on halos, at least for procedurals, and is what seems to have cause that strange artifact in your file.

(theeth) #6

I think Zarf explains correctly. What it does is take the texture info at the point specify by the halo center (the vertex or particle) and map it on the the whole halo. For example, if the texture on the point corresponding to a halo returns “Red color and 0.5 Alpha”, then the whole halo will be red with an alpha value of 0.5. Texture coords are calculated like for a normal material I guess, with texture space and ORCO projection.