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Author Topic: Is some kind of "Vertex mapping" possible?  (Read 6357 times)

c0cllc

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Is some kind of "Vertex mapping" possible?
« on: July 28, 2011, 05:07:26 PM »
Hi,

just want to ask this-
if i for example create a carpet with Forest: ist it possible to vertex-map a bitmap over the whole carpet to give it a realistic texture? Could it be done with the Tint options? I just didn't figure out a way to do it...
If it's not possible, then you might concider it an idea for future releases :)
« Last Edit: July 28, 2011, 05:09:01 PM by c0cllc »

iToo

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Re: Is some kind of "Vertex mapping" possible?
« Reply #1 on: July 28, 2011, 08:22:43 PM »

You can map a texture over the distribution, but the colors are applied by item, not by vertex. Theorically using small items, the tint by item would be enough to get a good result. What type of carpet do you want to create ?

Carlos Quintero
iToo Software

c0cllc

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Re: Is some kind of "Vertex mapping" possible?
« Reply #2 on: July 28, 2011, 08:37:21 PM »
I'm talking about a carpet with just some kind of texture and by watching it from close-up position you would see the carpet structure (the items). So would the texture get split over die items, or would every item get the same texture? I only managed the second by adding a bitmap to the forest material...But that is not what i intended to do :)

iToo

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Re: Is some kind of "Vertex mapping" possible?
« Reply #3 on: July 28, 2011, 09:03:48 PM »

Ok, it can be done using the existing tint options. Each item gets the color of the pixel on its position, whereas the texture is aligned following the UV coordinates of the surface. In this way:



http://www.itoosoft.com/forestpack/reference/refmaterial.php

Remember that you must use "Forest Color" in the texture slot of the material that you want to tint (usually the Diffuse map).

Carlos Quintero
iToo Software

c0cllc

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Re: Is some kind of "Vertex mapping" possible?
« Reply #4 on: July 28, 2011, 10:59:22 PM »
Thanks!
I'm just doing something wrong i guess - i posted a screenshot of my settings (just a test bitmap used on simple planes). As you can see, every item gets the full texture, not just a part of it. I put Forest Color into the diffuse slot of an Arch&Design material as you can see and i applied it to the Forest object.

c0cllc

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Re: Is some kind of "Vertex mapping" possible?
« Reply #5 on: July 29, 2011, 04:45:51 PM »
Maybe i just didn't put my previous post as a question - i'm having difficulties to achieve the desired effect. As you can see in my attachement, i think i'm doing it as it's supposed to be...Still, the texture is mapped completely over each item. What am i doing wrong? Thanks in advance!  :)

iToo

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Re: Is some kind of "Vertex mapping" possible?
« Reply #6 on: July 29, 2011, 07:04:51 PM »
Sorry, i have not replied before because i was wanting to create a test scene for you, but we have been very busy all the day. :)

You must assign the texture map in the Forest object ->Material->Color Tint (see the image of the above post), not in the "Forest Color" plugin. The map of Forest Color defines the default color of the item, not the tint applied over the global object as the Tint map does.

The tint properties of the Forest Object are also duplicated in "Forest Color". You can use different tint options for a specific material, turning off the "Override" checkbox.

« Last Edit: July 29, 2011, 07:07:39 PM by Itoo »
Carlos Quintero
iToo Software

c0cllc

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Re: Is some kind of "Vertex mapping" possible?
« Reply #7 on: July 29, 2011, 07:45:09 PM »
Thanks! I tried that already but i don't get any kind of tint/texture...Neither in viewport, nor in the rendering itself. The map is instanced to the material editor just for you to see the used bitmap. Here my attachement:
« Last Edit: July 29, 2011, 07:53:07 PM by c0cllc »

iToo

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Re: Is some kind of "Vertex mapping" possible?
« Reply #8 on: July 29, 2011, 08:24:59 PM »
I've attached a sample scene:

- The texture map is assigned directly to the tint map (without using Forest Color)
- The material assigned to the item must use Forest Color in some of its slots (Diffuse or other)

Forest Color is required because we cannot modify the rendering colors without using some type of texture/material plugin. The texture slots of Forest Color can be used to assign randomly textures to each one of the items (a different feature of the tint map).
« Last Edit: July 29, 2011, 08:27:07 PM by Itoo »
Carlos Quintero
iToo Software

c0cllc

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Re: Is some kind of "Vertex mapping" possible?
« Reply #9 on: July 29, 2011, 09:19:53 PM »
Thanks very much, but i feel like an idiot:
 Your scene works fine here (i was even able to exchange your planet map for a plain photo and it works): but i'm not able to reproduce it myself!
Look here, i did everything you did (this includes assigning the standard material with forrest color in the diffuse slot to the primary cube) but nothing happens. I even applied a UVW to the plane, like you did- still nothing.
« Last Edit: July 29, 2011, 09:24:18 PM by c0cllc »

c0cllc

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Re: Is some kind of "Vertex mapping" possible?
« Reply #10 on: July 29, 2011, 09:52:36 PM »
Arghhhh, i didn't set the Tint values to 100%!!!  ;D
That was my problem all the time - i was thinking this is only for the Gradient. Sorry for all that trouble. Usually i'm not that "dopey".
« Last Edit: July 29, 2011, 10:24:30 PM by c0cllc »

iToo

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Re: Is some kind of "Vertex mapping" possible?
« Reply #11 on: July 30, 2011, 09:05:26 AM »

Hey, don't worry. This is probably the most complex feature of Forest, because the large number of parameters and possible combinations between the plugins. ;)

Carlos Quintero
iToo Software