CH05-Textures 01-Textures 02-Texture Mapping 03-Displacement Mapping 04-UV Texture Mapping 05-Selective UV Mapping 06-Unwrapping With Seams
CH05-Textures 01-Textures 02-Texture Mapping 03-Displacement Mapping 04-UV Texture Mapping 05-Selective UV Mapping 06-Unwrapping With Seams
01-Textures
02-Texture Mapping
03-Displacement Mapping
05-Selective UV Mapping
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Textures
In the Materials section we considered the effect of light reflecting off a smooth
surface. Textures are the physical characteristics of a surface such as the surface of
bricks, carpet, woodgrain etc.
Before you can add a Texture to a surface you must first add a material since by
default, Blender textures are set to influence the material. See Influence tab.
Textures are applied to an objects surface using the buttons on the Properties Window
– Texture button. Clicking the Texture button displays a panel where you can add a
new texture .
Blender comes with a series of built in Textures from which to chose or you can use
any photo image stored on your computer. Blender can also place movies on a surface
and you can animate the textures.
Open a new Blender scene and replace the default Cube with a Plane. Scale the Plane
up by five. Add a Material R: 0.800, G: 0.767, B: 0.495.
Properties Window Texture button
The texture buttons display with a default texture type 'Clouds' shown in the 'Preview
tab' panel. With a 'Clouds' type texture a 'Cloud' tab has displayed. This tab contains
settings for altering the characteristics of the texture. The tab will change depending
on what texture type is selected.
Texture type drop
Down
Clouds
Magic
'
Magic tab
The Cloud texture is replaced by the Magic texture and the Cloud tab is replaced by
the Magic tab. This tab contains only two values for altering the characteristics of the
texture, Depth and Turbulence.
In the Image tab click open. The File Browser window displays. Navigate to a file
containing a picture. I have a picture named 'Street.jpg' in my Documents folder.
Click on the picture file then click 'Open' (Top RHS of screen).
Weather you use one of Blenders built in textures or an image you may want to adjust
how the texture is positioned on the object. The 'Mapping' tab is the place to do this.
Offset and Size are self explanatory. Either can be controlled on the X, Y and Z axis.
The Coordinates drop down gives you a selection of coordinate systems and the
Projection drop down has a choice of mapping options to suit the shape of your
object.
Flat Cube
Tube Sphere
There are a lot of buttons and settings to experiment with in the Texture buttons and
the best way to find out what they do is play around and record results for future
reference.
Displacement Mapping
Displacement Mapping is using a Texture to deform a mesh. You can make a Cube or
a Sphere et. Look wrinkled without having to move verticies around.
Start a new Blender scene with the default cube. Make sure the Cube has a material
then in Edit mode subdivide the Cube a number of times. The texture is going to
displace vertices so you need a whole bunch of vertices to work with.
Put a Cloud Texture on the Cube then go to the Influence tab. Leave the Diffuse
Color ticked and under the Geometry heading tick 'Displace'. Render to see the effect.
Moving the slider next to the Displacement tick varies the amount of displacement.
The 'Blend' drop down displays options which influence the Material. Try 'Add' and
'Subtract' and render to see the difference. Another example is shown below. This
time a black and white image texture has been used on a plane. Don't forget to
subdivide the plane. Negative Displacement values raise the surface up positive
values depress the surface.
For complex models regular Cubic, Cylindrical or Spherical texture mapping is not
sufficient to accuratly place the texture on the surface or part of the surface. This is
where UV Mapping can help.
The coordinates U and V are used simply to destinguish from the XYZ coordinates
used in the 3D Window.
As with every basic instruction in Blender it is best to begin with something simple.
Although the process we are describing is for complex surfaces anything other than
simple is going to be confusing at first.
Start with a Cube object in Blenders default 3D Scene but first delete the cube that is
loaded automatically and add a new cube.
The default cube comes pre loaded with a material and a texture channel. In our
previous discussion on material and textures it was stated that before a texture could
be applied an object had to have a material. Adding a new cube to the scene which
does not have a material or a texture will demonstrate that neither are necessary when
applying UV Texture Mapping.
Properties Window – Material Button
With the new cube added divide the 3D Window in two and change one half to the
UV/Image Editor. In the 3D Window zoom in on the cube. When you divide the
window the cubeis a bit small.
Change the 3D Window to Edit
mode and select 'Textured' as the
Viewport Shading Type.
To keep things simple select the 'Follow Active Quads' method for unwrapping the
cube. This method should lay out the surface of the cube as if you had unfolded one
of those post office mailing boxes. The
surface should consist of six squares.
The UV/Image Editor window will
probably require you to zoom out to see
the whole arrangement ( Num Pad –
Key, the same as the 3D Window).
Now the flattened surface is displayed
it's time to load a texture image.
In the UV/Image editor Window header click on 'Image' and select 'Open'. This will
display the File Browser Window where you can navigate and find an image to use as
a texture. Once you have located your image file click on it to select and then click on
'Open'.
File Browser Window Click to display files as thumbnail images.
Default Grey
So far the image texture has been mapped to all the surfaces of the object but
Suppose you wish to place the texture only on one face of the object.
Create a new scene and leave the default cube selected. Divide the 3D Window as
before and set up the UV/Image editor. In the 3D Window tab to Edit mode and select
'Textured' Viewport Shading.
You will see the image mapped to the face you selected in the 3D Window. The other
faces display a white.
In this case we didn't do any unwrapping but as soon as the image was entered in the
UV/Image Editor Blender automatically mapped the single face.
Grab – Move
Rotate
Scale
Note the face map in the UV/Image Editor is in Vertex Select mode. There are also
the options to select Edge and Face modes similar to the selections in Edit mode in
the 3D Window. There is also a fourth option which is 'Island Select' mode. Some
unwrapping operations seperate the face mesh into seperate parts and Island Select
allows selection of these parts.
Let's go back and consider the mesh unwrapping. Pressing the Unwrap button gives
you different options. Again I will opt out of trying to explain what results these
unwrapping methods produce but a further method is available where you mark a
seam on the surface of the object which tells Blender how to unwrap that part of the
mesh on which you wish to place your texture.
Having done, press 'Unwrwap' in the Tools Panel then in the drop down select
'Unwrap'.
The seperated parts of the spheres surface will be mapped in the UV/Image Editor.
You can now go ahead and open an Image as a texture. In the 3D Window in Edit
mode with 'Textured' viwport shading you will see the image on the surface of the
sphere mapped to the three parts you set up with the seam.
This will allow you to select seperatly each of the three surface parts. With a part
selected you can manipulate it to position the texture on that part.
Selected Island scaled down and
positioned over grey blue part of the
image.