I’m using 2.37a and trying to follow a the pixar eye tutorial ( http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Creating_Pixar-looking_eyes_in_Blender ) and was having problems getting the iris texture to show up in any sensible way.
I decided I’d do “UV mapping” for the texture partially to just see how that works. I tried following a tutorial ( http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/20_Blender%20tutorial%20UV%20Mapping.html ), but I must have gone astray somewhere.
The point I’m at right now is that I’ve got the iris mapped in the UV mapping thing to my satisfaction, and with the display set to “Textured” and the mode set to “Object”, the iris is showing quite splendidly.
However, in the “Shaded” display, things look bizarre (a portion of the texture are there, but scaled wrong-- 1 quadrant of the image occupies the whole mesh), and the render looks different than both shaded and textured displays (looks like 4 radial lines, deliniating a section of dark, a section of light, and then two sections of an intermediate tone separating the dark and the light).
I have the Map input for the texture for the iris material set to “UV” for coordinates and then “Sphere” for mapping (although I’ve tried the other three too).
Anything pop to mind as to what I’ve done/haven’t done?
Many thanks…