| Using Projection Mapping in Maya |
|
| Written by Dzordz | |||||
| Sunday, 22 April 2007 | |||||
Page 1 of 3 Projection mapping is feature that allows you to project 2d texture with object called placement node, so you don’t actually need to worry about UV’s on the objects.
It saves you from hours of tweaking UV’s. In this part I’m going to explain how to use simple tri planar (box) projection and planar projection to shade two walls, one with decal, all done in only one material.
So for start create two poly boxes. Scale one of them, so it’s higher.
When you apply texture to it, you see that bricks are not the same size.
That’s because objects use same uv’s. Only way to fix this is to scale uv’s down on one object. So maybe you get 100 objects, and need to tweak all of them. NIGHTMARE!
Material is pretty simple right now. Not for long…
To make projection you need to check as projection in 2d textures tab. Create file texture.
Wow! What’s that? Fear not. File1 and place2dtexture are used to control texture itself, and the way it behaves in 2d. place3dtexture is controlling where’s projection in 3d space (it’s that green object in the scene). Projcetion1 controls the projection itself (type and some options).
Load brick texture into file1, and also connect projection1 to material
In viewport you can see that texture looks blurry. Set texture resolution to maximum.
Place texture according to the larger object. Notice that texture on objects still looks odd. Hardware shading doesn’t really show projection mapping or 3d textures very well.
|
|||||
| < Prev | Next > |
|---|











