Just a simple rendering question (or problem, I guess I should say). I’m a n00b at this so bare with me.
Blender Version: 2.37 Renderer: YafRay Question/Problem: Why is YafRay (and the Blender internal renderer) trying to add what appears to be bevels to some solid black text on my textures?
Example:
Just so you know I didn’t use UV Mapping. Changing the front texture to Normal Map fixed it for the front until I changed the top to normal map, and then the text for both turned a green color.
When I do that on the front (or the top) the text doesn’t show at all. The original texture is the same ratio size as the box (the front is 750x930px). Orco is the setting I had the textures applied to originally.
Try switching formats of your texture, png, tga - something different. Also try making the texture b/w or RGB, mix things up. Blender does this sometimes to me when I use Gimp, it finds stuff in the texture that I can’t see in Gimp, like Z buffer info - variations in the alpha, etc. It’s weird.
Here is a ZIP of the .blend files and textures for any kind hearted person who is willing to help a n00b. I tried you all’s suggestions and nothing helped. The file size is 880kb. Thanks.
You have all of them mapped to col, and since the textures are green… go to Materials, go to the far right tabs. Choose a texture then go to the “map to” tab and uncheck “col” repeat for each texture. Also, put the renderer on “blender internal”, you don’t need yafray for a scene like this. Ian
Well this is ridiculous. I can’t even get three simple textures on a software box to display correctly. It works fine when I only texture the front of the box, but when I add another texture the entire box gets messed up. So I tried to UV Map it, but when I do that the UV map is mapped out like a regular unmodified cube would be, so the maps aren’t in proper proportion to the faces on the software box, meaning the textures would stretch. Now what the heck is up with that? I’ve tried messing around with the different UV Map settings and nothing fixes that. :mad:
When I do that there’s no color. Everything turns white.
Then change the colour of the material. If you don’t want the colour of the textures to affect the final colour, and set the material to white, what do you expect? The problem was that you were using a green coloured texture, then you took that colour away, so you are left with white. See?
I can’t even get three simple textures on a software box to display correctly.
Right, what do you actually want it to look like?
the UV map is mapped out like a regular unmodified cube would be, so the maps aren’t in proper proportion to the faces on the software box,
So move the vertices in the UV mapping window, so that everything is in proportion. Normal select, move and things are the same as in normal editing. ian
Then change the colour of the material. If you don’t want the colour of the textures to affect the final colour, and set the material to white, what do you expect? The problem was that you were using a green coloured texture, then you took that colour away, so you are left with white. See?
I understand that. What I’m saying is how do I prevent one texture from altering the color of another? It’s like they’re overlapping.
That’s what the front is supposed to look like. It looks fine until I add another texture to the side or top.
That’s what the front looks like once I add the left side in.
That’s the front texture.
That’s the side texture.
Why is the color of the side texture affecting the color of the front one? Why can’t they just leave each other alone (lol). Both of them have a Map Input of Orco, Flat and a Map To of Col, Nor.
So move the vertices in the UV mapping window, so that everything is in proportion. Normal select, move and things are the same as in normal editing.
Not to bash Blender or anything, but do you mean Wings3D can do something Blender can’t? Wings automatically uses the proper porportions for each face when UV Mapping… I don’t mind manually moving the verticles if I have too, I just thought there would be something that would do that for me. Oh well.
And that’s what it looks like when I uncheck Col under Map To for the left texture. The dark green for the front texture overlaps the left texture. You can still read the “Side” text on the left texture, but the left texture isn’t light green like it’s supposed to be.
I just want the left side’s texture to look like the side texture I showed in my previous post, and the front texture to look like the front texture I showed in my previous post. Instead they seem to overlap each other.
Well it looks like that tutorial gave me my answer. I haven’t tried it yet, but I guess I’ll just have to split each face into seperate objects. Simple enough.
Not to bash Blender or anything, but do you mean Wings3D can do something Blender can’t? Wings automatically uses the proper porportions for each face when UV Mapping…
So does blender, but it doesnt take into consideration object scaling, it works on the mesh level. I’ll explain below.
I haven’t tried it yet, but I guess I’ll just have to split each face into seperate objects.
Not necessary. Apply the size and rotation by hitting ctrl-a in object mode. Then UV map. Now you have scaled faces in the UV, you can map as normal, and tweak if you want but you wont need to. Hope this helps, Ian