Texture mapping properties manage texture map projections for selected surfaces, polysurfaces, and meshes.
Mapping is a process of defining how to represent a 2‑D image on a 3‑D model. Mapping transforms a 2‑D source image into an image buffer called a texture.
A texture can be applied to the surface of a 3‑D model to add color, texture, or other surface detail like glossiness, reflectivity, or transparency.
The problem of how to represent the texture in 3-D rendering can be overcome by means of uv‑mapping. U and V are the coordinates of the texture corresponding to X and Y. Think of u as one direction on a piece of graph paper (side to side). Think of v as the other direction (up and down).
Any time an image is applied in a material and then applied that material to a model, uv‑texture mapping is used.
Textures in materials can be assigned a channel number. When the textures are applied to an object, the texture is applied using the matching channel number on the object. Texture channels default to channel 1.
If an object has no applied texture mapping, surface mapping is used to map the texture.
Options
Default
The default texture mapping method for surfaces and polysurfaces is set by the control point structure of the surfaces and is called surface mapping.
自定义
The Custom option allows any other texture mapping method.
Name
The name of the mapping.
Projection
The mapping type.
曲面
Surface mapping stretches the texture over the object.
In this example, a variable radius fillet connects two planar surfaces and all are joined into one polysurface. The default surface mapping method uses the control point structure of each individual surface to orient the checkered texture map applied to the material. Notice how the checker texture does not match across seams in the polysurface.
Note: A specified mesh or NURBS surface or polysurface acts as the mapping for the selected objects. The mapping object is preserved in the mapping table so deleting the mapping object does not affect the mapping on the target object.
The UVEditor command edits meshes that affect the texture coordinates of the original object. The texture meshes can be joined and split, and their control points edited.
The packed surface mapping texture coordinates are projected onto the world xy plane, and the texture assigned to the object is drawn in the same region.
The texture coordinates are represented as a collection of texture meshes.
When the texture meshes are edited, the texture changes on the object.
If an interior surface seam is selected in the polysurface prior to unwrapping, that seam will separate in the resulting flattened mapping meshes.
While the editor is open, control points for the mapping mesh objects can be turned on, and modeling commands such as Scale1D, SetPt, and CageEdit can be used to adjust the mapping mesh.
Unwrap Textures
Texture transparency
Sets the transparency of the texture in the viewport for visibility.
Highlight selected
Highlights the surface mesh when the projected mesh is selected.
Show wireframe
Shows the mesh wireframe on the object even when in a viewport display mode that does not support mesh wires.
贴图
Use material
Displays the texture associated with the diffuse channel of the material assigned to the object being unwrapped.
Use texture
Displays a specified texture from the texture palette.