貼圖軸

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.

貼圖軸通道

一個貼圖軸通道含有一組貼圖座標,貼圖軸通道以數字區別,一個物件可以擁有許多貼圖軸通道,每個貼圖軸通道可以使用不同的貼圖軸型式。

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.

選項

預設值

The default texture mapping method for surfaces and polysurfaces is set by the control point structure of the surfaces and is called surface mapping.

自訂

The Custom option allows any other texture mapping method.

名稱

貼圖軸的名稱。

Projection

貼圖軸的型式。

曲面

Surface mapping stretches the texture over the object.

以這個不等距圓角的多重曲面為例,因為每個曲面都有自己的 UV 座標,所以使用曲面貼圖軸時三個曲面上的貼圖無法連續。

See: ApplySurfaceMapping.

Planar

Planar mapping projects a 2-D plane onto the side of an object.

See: ApplyPlanarMapping.

Box

Box mapping projects a 3-D box onto the sides and top of an object.

See: ApplyBoxMapping.

球體

Spherical mapping wraps the object around a sphere. The top edge of the texture shrinks into the top pole and the bottom edge into the bottom pole.

See: ApplySphericalMapping.

圓柱體

Cylindrical mapping an image around an object like a cylinder the left and right edge will join each other.

See: ApplyCylindricalMapping.

加蓋的圓柱體

Capped cylindrical mapping also maps the image to the top and bottom of the objects.

See: ApplyCylindricalMapping.

貼圖分佈

貼圖分佈設為單一 (左) 與分段 (右)。

單一

不同的曲面在 UV 空間可能重疊。

分段

不同的曲面在 UV 空間不重疊。

Position X / Y / Z

設定貼圖軸中心點的世界座標位置。

預設的位置 (左) 與移動至不同的位置 (右)。

Rotation X / Y / Z

設定貼圖軸的世界座標旋轉角度。

預設的旋轉角度 (左) 與繞著 X 軸旋轉 60 度 (右)。

Size X / Y / Z

貼圖軸的大小。

均等化

將 X、Y、Z 三個軸向設為一樣的大小 (三個軸向的平均值)。

收縮至物件

將貼圖軸縮放至物件大小。

UVW 偏移

貼圖在 UVW 貼圖空間從原點計算的偏移量。

UVW 旋轉

貼圖在 UVW 貼圖空間的旋轉角度。

UVW 拼貼

貼圖在 UVW 貼圖空間重複出現的次數。

相關的指令

請參考

Render

以目前的彩現器彩現模型場景。

使用材質與貼圖

Wikipedia: Texture Mapping

About.com: Surfacing 101 - Texture Mapping