贴图轴

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.

贴图轴通道

一个贴图通道包含一组贴图参数,每个贴图通道通过其数字序号来识别,一个物件可以有任意的通道号,因此一个物件可以有任意贴图轴类型。

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.

See: ApplySurfaceMapping.

Planar

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

See: ApplyPlanarMapping.

立方体

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

See: ApplyBoxMapping.

Spherical

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.

Cylindrical

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

See: ApplyCylindricalMapping.

Capped cylindrical

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

See: ApplyCylindricalMapping.

Texture space

Single texture space (left), divided texture space (right).

Single

Specifies that the texture will be mapped individually 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 six independent texture spaces.

Position X / Y / Z

Sets the center point of the texture mapping widget in world coordinates.

Default position (left), position moved to a different location (right).

Rotation X / Y / Z

Sets the rotation of the texture in world space.

Default rotation (left), x-rotation 60 degrees (right).

Size X / Y / Z

The texture size.

Equalize

Sets the texture size to be equal in all three directions.

Size to objects

Fits the texture to the object as established by the original mapping.

UVW offset

The amount the texture is offset from the origin of the UVW texture space.

UVW rotation

The rotation angle of the texture over the object in UVW texture space.

UVW repeat

The number of times the texture repeats across the object in UVW texture space.

相关指令

请参考

Render

Render the objects using the current renderer.

使用材质和贴图

Wikipedia: Texture Mapping

About.com: Surfacing 101 - Texture Mapping