FWTempest opened this issue on Dec 20, 2003 ยท 16 posts
FWTempest posted Sat, 20 December 2003 at 10:36 PM
Attached Link: 3Ddoodling
In the image at the link, I've created a couple of picture frames using C3's spline modeller... each is one object. The problem I have with the way I have them textured is that the grain of the wood is correct on the horizontal "pieces" of the the frames; but is, naturally, 90 degrees off on the vertical "pieces". What would be the best/easiest way fix this? Shader domains? or UV mapping.... and can you use UV mapping with C's procedural shaders? Have tried interpretting the manual, and I feel like I'm getting close to understanding how to do this... then I get a headache and things get kinda blurry. Will continue trying to figure it out, but I was hoping that maybe someone could put it in simple English for me. Thanks in advance.Patrick_210 posted Sat, 20 December 2003 at 11:30 PM
That is a nice render! I think shader domains would work well. Convert to a vertex model, select the top and bottom and create a new domain for that. Give your object a layers list shader. Put the original texture for the overall shader and rotate the texture ( or build it horizontally ) and put that for the new domain which should show up in the layers list. Patrick
sailor_ed posted Sun, 21 December 2003 at 7:21 AM
I think the 45 degree angles at the corners of the frame will be a problem. I had to start in the vertex modeler to deal with this. I think uv mapping is the way to go with a bitmap created in PS or some such. I would be very interested in hearing how you finally do this. BTW congrats on a fine rendering!
FWTempest posted Sun, 21 December 2003 at 11:28 AM

sailor_ed posted Sun, 21 December 2003 at 7:15 PM
Looks great! I guess I'm just a pessimist! Thanks for passing it on.
steama posted Mon, 22 December 2003 at 3:39 PM
Thanks for the tips. This works great!
sailor_ed posted Mon, 22 December 2003 at 8:52 PM

First I drew a cross section of a moulding shape in the spline modeler and then chose "torus" from Geometry>Extrusion Preset.
sailor_ed posted Mon, 22 December 2003 at 8:55 PM

sailor_ed posted Mon, 22 December 2003 at 9:00 PM

sailor_ed posted Mon, 22 December 2003 at 9:09 PM
The final frame. I wonder if this is how he did it?
sailor_ed posted Mon, 22 December 2003 at 9:15 PM
For some reason the image of the rendered frame will not download so you'll have to take my word.. it looked ok.
FWTempest posted Mon, 22 December 2003 at 10:17 PM
I never would have thought to do it that way... but if it works, it works. :) What I did was simple enough... using the front view, I drew a freehand shape. Back in director's view, I checked the proportions and such, and made sure that the extrusion method was set to pipeline and that the cross section was centered...
FWTempest posted Mon, 22 December 2003 at 10:20 PM
doesn't look like my images are gonna load, either.... hmmm?... guess I'll try to finish this without them...
FWTempest posted Mon, 22 December 2003 at 10:25 PM
anyway... switching to the top view... I used the corners of the working grid as reference points, and moved the points on the extrusion line down to the "bottom" of the grid... left point on the bottom left corner of the grid, right point on the bottom right... Then, making sure that the right (2nd) point is selected, use the pen tool to "connect-the-dots" to the other two corners, and finally back to first, closing the square... switch back to the director's view and you should have your frame.
FWTempest posted Mon, 22 December 2003 at 10:27 PM
darn... and I went through such trouble to build another frame from scratch and get screen shots during the process.... that'll teach me to be efficient. :)
sailor_ed posted Tue, 23 December 2003 at 7:55 AM
A shame about the images but thanks for the explanation. I will give this a try. I think its interesting to see how many ways there are to do someting so simple. I found 3 different ways to make a frame plus yours makes four and I learned a lot in the process.