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uv_tiling [2023/04/03 17:32] – steph.jorgensen | uv_tiling [2023/04/03 17:33] (current) – steph.jorgensen | ||
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Once the branch geometry has been separated into patches, there is really no need for the restriction of just one material on it. Each patch could have a different material applied. This could be an actual material or even just a part of a material. Picking/ | Once the branch geometry has been separated into patches, there is really no need for the restriction of just one material on it. Each patch could have a different material applied. This could be an actual material or even just a part of a material. Picking/ | ||
+ | Patching has additional controls revealed when the "UV Mapping: | ||
{{patchingoptions.png? | {{patchingoptions.png? | ||
- | |||
- | Patching has additional controls revealed when the "UV Mapping: | ||
- | |||
====Materials==== | ====Materials==== | ||
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Finally, when in [[kcnodes|node mode]], a material can be drag-and-dropped onto a specific patch. This is useful for a knothole, damage, or other such one-off material. | Finally, when in [[kcnodes|node mode]], a material can be drag-and-dropped onto a specific patch. This is useful for a knothole, damage, or other such one-off material. | ||
- | {{ ::materialsonpatches.png? | + | {{materialsonpatches.png? |
- | < | + | < |
//From left to right: 1) Single material chosen for all patches | //From left to right: 1) Single material chosen for all patches | ||
</ | </ | ||
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When a material has UV Areas set up on it in the [[toolmaterialsassetsbar|Material Bar]], these will show up in the corresponding setting in the Patch Options dialog in each [[branch_generator# | When a material has UV Areas set up on it in the [[toolmaterialsassetsbar|Material Bar]], these will show up in the corresponding setting in the Patch Options dialog in each [[branch_generator# | ||
- | {{ ::uvareasapplied.png? | + | {{uvareasapplied.png? |
- | < | + | < |
//From left to right: 1) "Whole map" used on every patch 2) UV Areas used but still applied randomly | //From left to right: 1) "Whole map" used on every patch 2) UV Areas used but still applied randomly | ||
</ | </ |