![]() ![]() ![]() Box and Circle, for simple quadrilaterals and circles.Curve, for a more traditional Bézier experience.Polyline, where you can create compound vector paths with sharp corners.Eyedropper, used to pull references for a material that you would like to create.Cutter, used to target points between intersecting strokes.Tint, used to paint onto strokes in order to change their base color.Erase, used to erase strokes that you've already drawn.You can also bend these 2D strokes to your will in 3D space through Edit Mode, which can be a lot of fun.Īs for the rest of the Draw Mode tools to your right, many are self-explanatory: procedural ones), when one axis is mapped to nothing,īlender extends the plan (“slice”) along the relevant third axis.This simple Grease Pencil tutorial can be used to lay the foundation for 2D animation or even just conceptual art and planning. (and then Blender stretches this line along the two other axes). You will get a “striped” texture, as you only use one dimension (i.e. When you only map one texture axis (i.e.(and then Blender extends or repeats this point’s color along all axes). ![]() You will get a solid uniform texture, as you use zero dimension (i.e. X texture axis) to Y,Īnd the second row (Y texture axis) to X. You can rotate a 2D picture a quarter turn by setting the first row (i.e.For 2D textures (such as images), only the first two rows are relevant, as they have no Z data.That allow you to select to which axis in the mapping system it maps! This implies several points: More precisely, to each axis of the texture corresponds one of four choices, These buttons allow you to change the mapping of axes between the texture’s own coordinate system,Īnd the mapping system you choose (Generated, UV, etc.). It also produces interesting effects on a cylinder.Ĭoordinate Offset, Scaling and Transformation ¶ Offset The texture coordinates can be translated by an offset.Įnlarging of the Offset moves the texture towards the top left. It is often very useful for creating organic objects. Sphere Sphere mapping is the best type for mapping a sphere,Īnd it is perfect for making planets and similar objects. However, this is not a cylindrical mapping so the ends of the cylinder are undefined. This mapping is of course very good for making the label on a bottle or assigning stickers to rounded objects. The texture is therefore more stretched on the cylinder. Tube Tube mapping maps the texture around an object like a label on a bottle. Cube Cube mapping often gives the most useful results when the objects are not too curvy and organic Which produces stripes on the cube and cylinder. On faces that are not in the mapping plane the last pixel of the texture is extended, It does produce interesting effects on the sphere, but compared to a sphere-mapped sphere the result looks flat. Projection ¶ Flat Flat mapping gives the best results on single planar faces. Tangent Uses the optional tangent vector as texture coordinates. This is useful, for example, when a mesh is deformed by modifiers. Stress Uses the difference of edge length compared to original coordinates of the mesh. You will need this input when Environment Mapping. This is useful for adding reflection maps. Reflection Uses the direction of the reflection vector as coordinates. This is very useful when creating certain special effects that depend on viewing angle. Normal Uses the direction of the surface’s normal vector as coordinates. This is well suited to blending two objects. Window The rendered image window coordinates. Use when texture is applied to hair strands or particles. Strand/Particle Uses normalized 1D strand texture coordinate or particle age (X) and trail position (Y). You can use multiple textures with one set of UV coordinates. This mapping is especially useful when using 2D images as textures, To the plane on which it is operating on. You can almost think of UV coordinates as a mapping that works on a 2D plane with its own local coordinate system UV mapping is a very precise way of mapping a 2D texture to a 3D surface.Įach vertex of a mesh has its own UV coordinates which can be unwrapped and laid flat like a skin. ![]() This is the default option for mapping textures. Generated The original undeformed coordinates of the object. This object can also be animated, to move a texture around or through a surface. This is an easy way to place a small image at a given point on the object. Uses an object as source for coordinates. It can be useful for letting objects appear or disappear at a certain position in space. If you move the object, the texture moves across it. Global The scene’s global 3D coordinates. These coordinates can come from anywhere, usually the object to which the texture is being applied to. Mapping works by using a set of coordinates to guide the mapping process. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |