Place a square texture on a round object (example inside)

Place a square texture on a round object (example inside)

Anonymous
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Message 1 of 9

Place a square texture on a round object (example inside)

Anonymous
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Untitled.png

 

 

So I need to place a square texture on the facing surface of a cylinder. And I need the texture to be placed independently of the shape of surface, so the ball doesn't get skewed and the square picture doesn't get rounded but rather cropped. How do I do this?

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Message 2 of 9

rendermaster
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Accepted solution

try this 2 scenarios

 

1 - Opacity Mapping - create an alpha map for the ball and apply it at opacity map slot

 

OPACITY MAPPING.jpg

 

 

2 - Create a circle ( same size of the cylinder) convert it to poly and apply UVW Map

 

opacity mapping 2.jpg

 

 


Ronel Katigbak Pabico

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Message 3 of 9

Anonymous
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Btw, is this ok if I add a texture to a plane and then move this plane to the cylinder? In general, do people do it like this if the task is simple?

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Message 4 of 9

rendermaster
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Btw, is this ok if I add a texture to a plane and then move this plane to the cylinder?" 

 

you already did this on your post, right?

 


Ronel Katigbak Pabico

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Message 5 of 9

Anonymous
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Yes, I actually did it in two ways - using a separate plane with texture and using a UVW planar map. But the second one looks a bit wrong. 

Let's take another example. I want to display a texture together with the object's diffuse color like a tatoo on a skin. But the objects gets transparent where the texture is transparent. How do I make it use some diffuse color on the transparent areas? 

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Message 6 of 9

rendermaster
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try this...using composite materialcompsite.jpg

 


Ronel Katigbak Pabico

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Message 7 of 9

Anonymous
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Almost done.. Thanks a lot for help but there are a few more issues with the composite material. If I'm correct:

- I press M in mat editor, select composite

- first layer, left part (texture map) I select my png with drawing and transparency in it. Right part, I selected bitmap material and the same png

- the second layer I preferred wood material, it's ok.

 

So now I have two issues: 

- the drawing from png is displayed on the wooden model correctly but it's drawn with white while in the actual png it's black drawing on the transparent surface. I need to make the drawing black on the object. EDIT: looks like inverting the mask in its color options did the job. Is it the the right way to do so?

- in the viewport the png texture with the drawing is a kind of very low resolution version, a few blurred pixels. How to make it show full resolution in viewports?

Message 8 of 9

rendermaster
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"- first layer, left part (texture map) I select my png with drawing and transparency in it. Right part, I selected bitmap material and the same png

- the second layer I preferred wood material, it's ok.

the drawing from png is displayed on the wooden model correctly but it's drawn with white while in the actual png it's black drawing on the transparent surface. I need to make the drawing black on the object. EDIT: looks like inverting the mask in its color options did the job."

 

in this case you dont need to put the image on the right part....just remain it as none

 

 

 

" - in the viewport the png texture with the drawing is a kind of very low resolution version, a few blurred pixels. How to make it show full resolution in viewports?" 

 

check this:

 

Dislaying Texture Maps in Viewport at High Resolution

 

nitrous-11-reference-image-pixelated-and-blurry-3ds-max

 

 

 


Ronel Katigbak Pabico

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Message 9 of 9

Anonymous
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Thanks a lot. The first option works fine, I adjusted settings as you said.

The second one requires the script.

 

Maybe you know how to fix one thing. I have an object of irregular shape, not square, I apply square texture to it using UVW Map (planar) so when I test my model the texture is applied to the surface correctly even if I edit the mesh and change its shape. But when I switch from UVW Map modifier to mesh editing mode, UVW is obviously not applied at that moment and the texture gets distorted according to the mesh deformation. Switch back to UVW and the texture is finely applied. Is there an option to ummm... kind of bake the mesh, the texture and the UVW Map into one model not to depend on the modifier?