Properties: Texture Mapping

Displays the mapping channels attached to an object and the properties of the texture mapping associated with these channels.

Texture mapping is set of parameters that describe how a bitmap texture should be applied to an object.

Types of texture mapping available include: uv (default), planar, spherical, cylindrical (including capped cylinders), box, and scaleable surface mapping. The texture mapping can scale the parameterization, offset the mapping, rotate it, and so on.

Mapping channel

A mapping channel holds a set of texture mapping parameters. Each mapping channel is identified by a number. An object can have any number of channels and thus hold any number of different types of texture mapping. Bitmap textures in materials can optionally be assigned a channel number. When they are applied to an object, the bitmap is applied using the matching channel number on the object. Bitmap texture channels default to channel 1. If an object has no corresponding channel, uv surface mapping is used to map the texture.

Options

Show advanced UI

Displays a detailed mapping channel editor.

Options

Channel

The mapping channel number.

Mapping

The mapping type.

Add

Add a mapping channel.

Edit

Edit the selected mapping channel.

Delete

Delete the selected mapping channel.

Show Mapping

Display the mapping widgets for the object.

Hide Mappings

Hide the mapping widgets for all objects.

Default

All textures are applied to objects using uv-surface mapping, which stretches the texture around the object depending on how the object was built.

Custom

Sets up custom mapping.

General

Name

Projection

Surface

Specifies surface mapping.

Planar

Specifies planar mapping.

Box

Specifies box mapping

Single

Specifies that the entire texture will be mapped over each independent space.

BoxMapCappedNotDivided_view.png

Divided

Specifies that distinct regions of the texture will be used for each space, matching parts of the mapped object to the six independent texture spaces.

BoxMapCappedDivided.png

BoxMapCappedDivided_view1.png

Spherical

Specifies spherical mapping.

Cylindrical

Specifies cylindrical mapping.

Single

Specifies that the entire texture will be mapped over each independent space.

Divided

Specifies that distinct regions of the texture will be used for each space.

Capped Cylindrical

Specifies capped cylindrical mapping.

Single

Specifies that the entire texture will be mapped over each independent space.

Divided

Specifies that distinct regions of the texture will be used for each space. matching parts of the mapped object to the three independent texture spaces.

CylinderMapDivided.png

CylinderMapCappedDivided_view1.png

Position

X/Y/Z

Rotation

X/Y/Z

Size

X/Y/Z

Equalize

Sets the size of the mapping widget to the same in each direction - the average of the previous values. This is useful for turning spherical maps that have become ellipsoids back into spheres and so on.

Size to object

Sets the position and size of the mapping widget to the size of the bounding box of selected objects.

UVW Offset

U/V/W

UVW Rotation

U/V/W

UVW Repeat

U/V/W

-Properties

properties.png

Standard > Object Properties

Properties > Object Properties

Popup > Object Properties

Menu2.png

Edit > Object Properties

key-008.gif

Keyboard Shortcut: F3

Gray_Book_Open.gif Related topics…

ApplyBoxMapping

Applies a texture mapping channel to an object, sets the mapping type to Box, and allows adjustment of the mapping primitive.

Steps:

  1. Select objects.

  2. Specify the mapping channel.

  3. Pick the box back left corner.

  4. Pick the box front left corner.

  5. Pick the box right edge.

  6. Pick the box height.

  7. Specify the texture space.

  8. Specify the tiling repeats in the u and v-directions.

Options

ChangeBox

Note: The steps for creating the mapping box are the same as for the Box command.

TextureSpace

Single

Specifies that the entire texture will be mapped over each independent space.

Divided

Specifies that distinct regions of the texture will be used for each space. matching parts of the mapped object to the independent texture spaces.

Tiling U/Tiling V

Determines how often the texture will repeat over the surface in the u- and v-directions, and where on the texture the mapping will begin.

ApplyBoxMapping.png

Texture mapping > Apply Box Mapping

Menu2.png

None

Gray_Book_Open.gif Related topics…

ApplyCylindricalMapping

Applies a texture mapping channel to an object, sets the mapping type to Cylindrical, and allows adjustment of the mapping primitive.

Steps:

  1. Select objects.

  2. Specify the mapping channel.

  3. Pick the cylinder texture origin.

  4. Specify capped status.

  5. Specify the texture space.

  6. Specify the tiling repeats in the u and v-directions.

Options

ChangeCylinder

Note: The steps for creating the mapping cylinder are the same as for the Cylinder command.

Capped

If Yes, maps the texture over the circular ends of the cylinder.

TextureSpace

Single

Specifies that the entire texture will be mapped over each independent space.

Divided

Specifies that distinct regions of the texture will be used for each space. matching parts of the mapped object to the independent texture spaces.

Tiling U/Tiling V

Determines how often the texture will repeat over the surface in the u- and v-directions, and where on the texture the mapping will begin.

ApplyCylindricalMapping.png

Texture mapping > Apply Cylindrical mapping

Menu2.png

None

Gray_Book_Open.gif Related topics…

ApplyPlanarMapping

Applies a texture mapping channel to an object, sets the mapping type to Planar, and allows adjustment of the mapping primitive.

Steps:

  1. Select objects.

  2. Specify the mapping channel.

  3. Pick the texture lower left corner.

  4. Pick the texture lower right corner.

  5. Pick the texture top.

  6. Specify the texture space.

  7. Specify the tiling repeats in the u and v-directions.

Options

ChangePlane

Note: The steps for creating the mapping plane are the same as for the Rectangle command.

TextureSpace

Single

Specifies that the entire texture will be mapped over each independent space.

Divided

Specifies that distinct regions of the texture will be used for each space. matching parts of the mapped object to the independent texture spaces.

Tiling U/Tiling V

Determines how often the texture will repeat over the surface in the u- and v-directions, and where on the texture the mapping will begin.

ApplyPlanarMapping.png

Texture mapping > Apply Planar mapping

Menu2.png

None

Gray_Book_Open.gif Related topics…

ApplySphericalMapping

Applies a texture mapping channel to an object, sets the mapping type to Spherical, and allows adjustment of the mapping primitive.

Steps:

  1. Select objects.

  2. Specify the mapping channel.

  3. Pick the sphere meridian.

  4. Specify the texture space.

  5. Specify the tiling repeats in the u and v-directions.

Options

SwapPoles

Reverses the sphere's orientation.

ChangeSphere

Note: The steps for creating the mapping sphere are the same as for the Sphere command.

TextureSpace

Single

Specifies that the entire texture will be mapped over each independent space.

Divided

Specifies that distinct regions of the texture will be used for each space. matching parts of the mapped object to the independent texture spaces.

Tiling U/Tiling V

Determines how often the texture will repeat over the surface in the u- and v-directions, and where on the texture the mapping will begin.

ApplySphericalMapping.png

Texture mapping > Apply Spherical Mapping

Menu2.png

None

Gray_Book_Open.gif Related topics…

ApplySurfaceMapping

Applies a texture mapping channel to an object, sets the mapping type to Surface, and allows adjustment of the mapping primitive.

Steps:

  1. Select objects.

  2. Specify the mapping channel.

  3. Specify the tiling repeats in the u and v-directions.

Options

Tiling U/Tiling V

Determines how often the texture will repeat over the surface in the u- and v-directions, and where on the texture the mapping will begin.

ApplySurfaceMapping.png

Texture mapping > Apply Surface UV mapping

Menu2.png

None

Gray_Book_Open.gif Related topics…

MappingOn

Displays the mapping widgets for the texture mapping on the specified channel.

Steps:

  1. Select objects.

  2. Type the mapping channel number or press Enter.

MappingOn.png

Material properties > Show mapping widgets

Texture mapping > Show mapping widgets

Menu2.png

None

Gray_Book_Open.gif Related topics…

MappingOff

Turns off the mapping widgets for all objects.

MappingOff.png

Material properties > Hide mapping widgets (Right click)

Texture mapping > Hide mapping widgets

Menu2.png

None

Gray_Book_Open.gif Related topics…

RemoveMappingChannel

Removes the specified mapping channels from an object.

Steps:

  1. Select objects.

  2. Type the mapping channel number.

RemoveMappingChannel.png

Texture mapping > Remove Mapping Channel

Menu2.png

None

Gray_Book_Open.gif Related topics…

RefreshAllTextures

Reloads the texture files from disk and refreshes displays that are currently using the textures.

RefreshAllTextures.png

Material properties > Refresh All Textures (Right click)

Menu2.png

None

Gray_Book_Open.gif Related topics…

PackTextures

Packs the mesh textures of meshes of the selected objects.

Steps:

When polysurfaces are meshed, the packed texture coordinates are created. A packed texture is a partition of the unit square into disjoint sub-rectangles so that one bitmap can be used to apply independent textures to each face of the polysurface.

The PackTextures command will pack the mesh textures of every mesh and render mesh in the selection set. If more than one object is selected, the packing "spreads" the texture over all the objects. The UnpackTextures command returns every mesh and render mesh in the selection set to the unpacked state.

These commands are generally for paint program plug-in programmers.

Input polysurface

Packed textures

Unpacked textures

PackTextures.png

Material properties > Pack Textures

Menu2.png

None

Gray_Book_Open.gif Related topics…

UnPackTextures

Unpacks the textures of selected meshes.

UnPackTextures.png

Material properties > Unpack Textures

Menu2.png

Gray_Book_Open.gif Related topics…

AssignBlankTexture

Automatically assigns unique texture names to selected objects.

Steps:

  1. Select objects.

  2. Type a folder name.

Options

Resolution

Low

Medium

High

Custom

OverwriteCurrentMaterial

If Yes, changes the object's current material to blank.

Notes

AssignBlankTexture.png

Material properties > Assign Blank Texture

Menu2.png

None

Gray_Book_Open.gif Related topics…