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uv_tiling [2023/04/03 17:32] steph.jorgensenuv_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/setting the materials on each 0-1 chunk of geometry will be referred to as "patching". 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/setting the materials on each 0-1 chunk of geometry will be referred to as "patching".
  
 +Patching has additional controls revealed when the "UV Mapping:Tiling:Style" property is switched from "Tiling". These show up as a button in each material in the [[branch_generator#materials|Materials property group]] of the branch. Clicking this button will pop the Patch Options dialog, which allows you to change the [[#materials|material placement]] or [[#uv_areas|uv area]] for that material.
  
 {{patchingoptions.png?nolink&301}} {{patchingoptions.png?nolink&301}}
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-Patching has additional controls revealed when the "UV Mapping:Tiling:Style" property is switched from "Tiling". These show up as a button in each material in the [[branch_generator#materials|Materials property group]] of the branch. Clicking this button will pop the Patch Options dialog, which allows you to change the [[#materials|material placement]] or [[#uv_areas|uv area]] for that material. 
- 
  
 ====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?nolink&600 |}} +{{materialsonpatches.png?nolink&600}} 
-<WRAP centeralign>+<WRAP leftalign>
 //From left to right: 1) Single material chosen for all patches  2) All materials chosen at random  3) Green material set to "Start"  4) Yellow material dropped onto specific patch// //From left to right: 1) Single material chosen for all patches  2) All materials chosen at random  3) Green material set to "Start"  4) Yellow material dropped onto specific patch//
 </WRAP> </WRAP>
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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#materials|Material property group]]. Once set, the rest of the patch controls work as before to control where each material is applied. And in node mode when you drop a material, it will ask which UV Area to drop on a patch. 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#materials|Material property group]]. Once set, the rest of the patch controls work as before to control where each material is applied. And in node mode when you drop a material, it will ask which UV Area to drop on a patch.
  
-{{ ::uvareasapplied.png?nolink&500 |}} +{{uvareasapplied.png?nolink&500}} 
-<WRAP centeralign>+<WRAP leftalign>
 //From left to right: 1) "Whole map" used on every patch  2) UV Areas used but still applied randomly  3) Intelligent mapping of UV Areas to patches// //From left to right: 1) "Whole map" used on every patch  2) UV Areas used but still applied randomly  3) Intelligent mapping of UV Areas to patches//
 </WRAP> </WRAP>