Texture Map Centering Tutorial


(deathguppie) #1

Ok… here’s the deal I gave bad info on a post and this is my penance. So if anyone want’s to know how to center thier images using the clip button. This is how it’s done.

Texture Map Centering Tutorial

First you must have an object and give it a material. You should already know how to do this. Then you need to give it a texture. Load the image you want to paste on your object and then click the
clip button.

http://seaburn.org/images/TexMapTut1/TexTutIFace1.jpg

Now if you render you will see your image pasted on your object. (note: your image will appear centered from the direction you created the object. So if you created it from top-vew ie num-7 your image will appear centered on your object there). If your object is not uniform Blender will center it based on where it believes the center of your object (from the direction you created it) is. If you dissagree with this placement just remember, computers don’t lie… they just make you angry.
:-?
http://seaburn.org/images/TexMapTut1/TexTutImage1.jpg

Now the first thing you will notice after rendering is that it isn’t where you want it to be. This is natural, much the same as your car keys, you will have to carefully place it where you want it to be in order to see it. This is where those really overcomplicated spin-dial buttons under where you loaded the image come in.

The MinX, MinY, MaxX, MaxY buttons describe the edges of your image from thier original positions, from center of the object based on the placement of the object upon creation. (gasps for breath). The X direction is left-right respectively and the Y direction is up-down. (depending on how your facing, but you should be in the same place your object was created from)

Now the first thing that people usually do when seeing that thier image is not centered is to spin the little dials madly in hope that something will turn out. This is not the correct way to center anything.

By Changing the numeric value of the spin-dials you can change the distance from original edge of your image to where you want your new edge to be. The starting position, from relative center for X-Y is minX,Y 0.000, and for maxX,Y 1.000 (the numbers inbetween will allow you to squish your image if you want).

On the left you will notice the box with your image shown in it. If you change the value in the spin dials you will notice another simi-transparent box appear outside or inside the image box to the left. In this picture you can see that I have increased the values of maxX and maxY, and the image box has the translucent box growing around it accordingly, showing a space relative to the distance from where your image edge used to be.

http://seaburn.org/images/TexMapTut1/TexTutIFace3.jpg

…and here is the result rendered.

http://seaburn.org/images/TexMapTut1/TexTutImage3.jpg

Now heres the deal… by increasing or decreasing the size of the buffers surrounding your image, you can push-pull move and resize your image all in one way to overcomplicated stroke! :stuck_out_tongue:

If you want it to grow in the minX, minY direction you just reduce those numbers, to move the edge away from the original edge positions… if you want it grow in the maxX, maxY direction you just increase those numbers to move them away from those original positions.

In these pictures you can see that I have evenly spaced the object growing the borders in all directions evenly.

http://seaburn.org/images/TexMapTut1/TexTutIFace2.jpg
http://seaburn.org/images/TexMapTut1/TexTutImage2.jpg

If you want to you can use the numbers to not only resize the image but to actually push the image from one side of the object to the other!

But enough for now… if anyone actually gets anything out of this perhaps I will write another complicated tutorial about a simple thing…

:slight_smile: Bye for now, and happy blendering!