This means that the image appears correct when viewed from the positive side and it appears reversed if you view it from the negative side. Planar Image Maps are best used on flat, or nearly flat surfaces like the sides of buildings and the screens of video monitors.įor the X and Y axes, Planar images are projected from the positive axis side of a surface towards the negative axis side. Planar projection will project an image onto a surface as if you were projecting the image through a slide projector onto a wall. Between the tacks, the image is stretched smoothly. However, what if you could assign areas of a texture image to points on the surface, essentially tacking it down at key points? This is what UV Mapping in Modeler allows you to do. The object geometry essentially has no influence on how the texture is applied. These techniques usually work well only in cases where the entire texture image can be globally mapped using a linear interpolation along two axes. Standard Image Mapping tools (i.e., planar, cylindrical, and spherical mapping) may be somewhat limiting when the surface is irregular in shape. Since a die has a different number of dots on each side, you’d use a different Planar map on each one. What about a die? Cubic? This may be a trick question. (Note that this is not necessarily the object’s overall shape since that may be made up of many surfaces.) For example, if you were mapping a label image on the sides of a soda can, you’d use Cylindrical. Generally, you should pick the shape that best describes the surface shape. The common projection types settings are Planar, Cylindrical, Spherical, Cubic, Front and UV. Since images are usually rectangular and surfaces may or may not be, you must tell LightWave how you want the image map projected onto the surface. You can change this on a viewport’s titlebar. To see image maps in the Layout view, make sure the viewport is set to Textured Shaded Solid.
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