Anim8or Community
General Category => General Anim8or Forum => Topic started by: jbskaggs on January 12, 2021, 03:51:28 pm
-
I am trying to apply decal to sphere.
The problem is how it renders the transparency of the decal texture:
As you can see the transparency comes out strange. Ideas?
And thank yall I know Im posting a lot of questions bit I am almost fully back up to speed.
-
it appears the shading and lighting on the decal is a mirror image of the actual object. So when I apply it stands out, rotating the decal does not change the shading or lighting.
Im stumped.
-
An8 cannot do decals.
it does have a very good z-buffer and so making a separate decal object say 1 unit off the surface will work in "most" cases.
It would be good to allow co-planner faces to be defined as "decal" though (forcing on-top draw order)
Trev
-
Thanks I will try that.
-
An8 cannot do decals.
it does have a very good z-buffer and so making a separate decal object say 1 unit off the surface will work in "most" cases.
It would be good to allow co-planner faces to be defined as "decal" though (forcing on-top draw order)
Trev
Hi trev what shape decal object do you mean- like another sphere? Just slight larger? or something else. Im not getting it to work. Do you have an example perhaps?
-
Here's an ART rendering of all texture blend mode + alpha mode combinations.
-
Following both of you gentleman's advice here is the result:
The sphere s two spheres- one sphere with graphic overlaid 1 unit over the blue sphere. texture set to decal final in ambient and diffuse layers.
2nd image is a cube with the same texture settings.
I think they came out well.
-
How does one calculate the needed texture size to wrap the sphere without repeating pattern?
Say you have a 128pix sphere would it be: A=4'pi'r2 or square of 4*3.14*64*64 which would be 226x226 texture?
Am I thinking this correct?
-
It's not the size of the texture that matters, it's the texture coordinates assigend to the faces of your model. Anim8or assigns texture coordinates such that any texture will wrap around perectly.
-
So then on my end how do I create a texture that does not repeat on a sphere? Like a world map- it wraps once and is done? Sorry for being dense
-
Simply make a picture of whatyou want wrapped around the sphere. Here's an example.
-
Oh what I was doing wrong was I had messed with UV map for the decal/ So applying texture to new obj worked fine.
Thanks for being patient
Btw how do you remove all uv mods and materials from an obj?
-
You can't remove UV coordinates, but you can assign them. The same is true for materials. An object has to have *some* material to be drawn.
-
Im sorry, what I meant was to return the object to its previous states before messing with the UV map or materials buttons. Besides ctrl-z or reloading.
-
Double-click the object with UV tool activated to access the Texture Coordinate Parameters dialog box which includes a 'Reset to default' option.
-
Thanks!
-
I might also clarify that what steve posted was texture blending within a single material (i.e. you cannot define seperate uv co-ords)
Given your example this would have been sufficient (a face on top of a solid colour) however if you want to apply an actual decal onto an already textured surface (say a cross on the side of an ambulance) then you need to use geometry decals (which you seem to have already demonstrated in your second pic)
(http://fgfc.ddns.net/goldfinger/m43_RC1.jpg)
This image back in 2009 I made by moving the decals off the hull by 1 unit.
Trev
-
Thats a nice model!