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.
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.
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.