Solved: Moving texture should be fixed...

:o Well, guess this is an old one… but i coudn’t find any direct response around about it:

• On cloths, the texture does act like it would be in “world mode” instead of “object mode”. The colors don’t follow the cloth’s displacements.:eek:

I always use Orco and Sphere Map Input and in most cases just Color in Map To. Textures react normaly on any other moving object or caracter.

What should be used as Map Input with Cloths?

Thanks for any hints

almux

I think you need to unwrap the mesh and use UV mapping.

Waow! Thanks for your immediat help reaction! :eyebrowlift:
Hum… :confused: I mostly use procedural textures… I don’t even know how to make a UV Map correctly not to speak about how to make one out of a procedural ??? :no:

almux

I think procedurals will work fine. If unwrapping is unfamiliar to you, try google -> blender unwrapping tutorial.

if the cloth is something like table cloth = flat to start with, then you can do this->

  1. from top view in face edit mode do uvmap unwrap from view, so what you get in uv editor is same as you see on the top view and just place the image to uv texture

if its cloth as in clothes then its easiest to do to perhaps original low poly mesh to uv
unwrap on just about any method and then manually adjust in uv window the coordinates
and place the texture, its good to set up screen so you see the changes in realtime on the model

not sure if i was of any help but my few cents…

Thanks hhoffren and j,

  1. I tried to follow the unwrapping tutorial several times but never could reach the end succesfully. Don’t know what i do wrong, but there’s always something that brings me to a point of not getting the wished result… :o Must be dummy or something, but i each time find myself getting back to the much more familiar procedurals (actually it’s the same with UV painting… i’m just missing the point… :eek: ).

  2. It’s a poncho a character is wearing and moving with. I could make a try again with seam cuts on the sides and beg for an Unwrap…

  3. At the moment, i’ve got another problem while baking… The cloth is behaving wild (and there’s no wind nor zero gravity involved)… :spin:

I’ll make some other tests and tell you back as soon…

Almux

hi almux,
you can translate your procedural texture into an uv texture. here is the info

http://wiki.blender.org/index.php/Manual/Render_Bake

in your case you just need to bake the colour.

i think this could be a good solution for you. of cause you first have to get through the uv unwrapping procedure - i had the same problem. but if you try some different tutorials you will start to understand the uv texturing. there are different approach possible. this makes it difficult at first sight.

good luck

Thank you thirdsense,

This link is an old fellow, but it makes more sense nowadays… I went through mostly all pages of the manual (book and web) but things just fly through the brain when its not for a direct use! ;/
I will HAVE TO understand this stuff sooner or later anyways, so i’ll better immediately hang on to it rightaway!

B.R.
Almux

OK, now i did few tries with Unwrapping.

  1. First phase (just marking seams and rearanging) is almost good. At least for a half of it…
  2. Only one part of the more subdivided unwrap has a shape that could be overlaying the first one. The other part has a so totally different shape that it looks pretty useless.
  3. I cannot understand how i can have the high poly unwrap over the low poly as suggested in the manual (of course with still having the choice to select deformations on one or the other to make them coincide.
  4. As it is by now, i will only try the first step further: bake the procedural and paint on its unwrapped UV for better integration with the character. The normal maps look like not yet at my reach…

Thanks for your attention and B.R.

Almux

:wink: So A UVunwrap image has been created. Nice. I followed the manual to actually manage to get this image used mixed within the basic material.
…But, i can’t avoid this thing to repaet into each UV :spin::eek::confused: ! I tried all a lot of pushing on buttons everywhere… but nothing to do!
How can i get this image to skin all over the character as wished)?
Surely a simple thing :eyebrowlift2: but wich one of the simple things? :o

B.R.

Almux

Hello again,

Here is a small example of the “moving” procedural material on the cloth.

  1. Moving motiv (like oil on water)
  2. Not enough subdivision on cloth? It still crosses the elbow…
  3. Still coudn’t manage to add and apply a UVwrapped image to get more interesting skinn of alien.

http://www.visionnart.ch/public/3d/0003_0150-iPhone.mov

B.R.

Almux

cannot really help without screenshots.
I think screenshot of the model in textured shading mode and
also the material settings, especially mapping setting could help
to see the problem.
Well maybe the active uv set is not the right one or in the
shading/mapping the uv button is not on thats all i can think of

hi almux,
i only can try to help on the first and third question:

the moving motiv is due to the procedural texture. imagine the skirt being a massiv object. the procedural texture would colour the whole thickness of this object (virtual of cause). if you cut different peaces out of this object, different looking textures would appear on the surface (like a piece of would). now imagine your skirt is moving through this textured space (that’s what is does as far as i understand). its changing the colour depending on where its surface cuts the textured space. Don’t know if you can understand this explenation:confused:

what you have to do is to really map the procedural texture ON your textile object. this can only be done as far as i understand with a uv map. as i tried to explain in my last post i would do the following steps:

  1. create my procedural texture like you did as “simple” map to texture.
  2. open an uv window
  3. unwrap the object ( it isn’t important to get a nice unwrap, because blender will do the painting job for you)
  4. create new uv image in uv window
  5. open the render drop down menu in the top bar, choose bake render meshes, textures only
  6. you should see the procedural texture appear on your unwrapped model
  7. save the uv-image
  8. go to the texture settings of your object.
  9. create new texture slot
  10. choose an image texture, load the saved uv image
  11. change “map input” to UV and leave “map to” to “colour”
  12. go to texture and set your old procedural texture off
  13. render

now your procedural texture should be fixed.

Thank you j and thirdsense,

It is precisely what thirdsense pointed! Of course my procedural will act as a volume (damn didn’t thought about that one)!
I managed the UV maping to the point 7 included… But than i tried to INTEGRATE the image INTO the existing material!! And i guess that’s where it makes it all wrong!?
So i’ll take it back to the point 8 and create a new material as wrapp-only to see what happens.

Yet, in the manual, it looks like things coud be mixed somehow. With this technic, i often see UV wrapp seams clearly visible on created characters, wich is pretty ugly. Therefor i wonder if, by making 2 (or more) UV unwraps with the seams placed differently, i could then overlay these wraps with diverse opacities to hide the visible wrap seams, or to patch them by some of these overlays.
If you can understand what i mean…

Got it ! (Well… more or less) :wink: