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Thread: How to do texture mapping in Blender

  1. #1
    Join Date
    Sep 2010
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    20

    How to do texture mapping in Blender

    The settings of the footage seen so far produce acceptable results, but often unrealistic. With Blender, how to add special features materials, through the use of texture. I know that can be of two types: procedural or non-procedural (such as images, videos, maps, environmental, etc.). But I am not having idea about the texture mapping. Also recently I came to know by friends, that we can also apply the material models. So please tell me how to do texture mapping in Blender? I am expecting some help from your side.

  2. #2
    Join Date
    Feb 2010
    Posts
    488

    Re: How to do texture mapping in Blender

    To better understand the use of texture, we create a texture and apply it on the usual spin, to obtain a material similar to wood. Let the Texture buttons in context with F6 and click on Add New to add a new texture. As for materials, it is useful to name the texture created: in this case, assign the name "Wood." Blender provides several types of textures. Clicking on "None" in the Texture panel, under the word Texture Type, select the menu appears to be applied to the material. To understand the differences between different types, you should try to apply them to a mesh and see the result you get. In our example, we have selected the "Wood". Once you choose the type of texture is a panel ("Wood" in our case) and you can adjust the settings details. The settings to change to get a timber suitable for our top few are: Use the RingNoise Size Noise and set the parameter equal to 0.450 . The other values leave them as default.

  3. #3
    Join Date
    Feb 2010
    Posts
    796

    Re: How to do texture mapping in Blender

    If you now do a rendering (zooming in or near the top where the camera), you get an unwanted image. To avoid side effects gain access to the "Map To" sub-context "Material buttons" that appears when you click on the name of the texture in the Texture panel.


    Above are the buttons that are used to determine which characteristic of the material is influenced by texture. The most important buttons are:
    • Col: the color
    • Nor: To simulate irregularities or small pads on the mesh
    • CSP: the specular color
    • Cmir: for the reflected color
    • Ref: the diffuse reflection
    • Spec: for specular reflection
    • Disp: to change significantly the mesh (by Displacement Maps)
    Below these buttons on the left side of the panel, there are three RGB sliders that are used to choose the color to use. For the wooden top, set R=0.5, G=0.4, B=0.15.

  4. #4
    Join Date
    Apr 2009
    Posts
    65

    Re: How to do texture mapping in Blender

    The slider on the right are used instead to specify how the texture affects some parameters of the mesh. For the wooden top, set Col (which refers to how the texture affects the color of the mesh) equal to 0.200. A side panel of the "Map To" panel, we find the "Map Input". The buttons at the top of this panel are used to set how the texture will be applied geometrically (mapped) to the mesh. In the panel we have six other camps: the first three (OFSx, OFSY, ofsZ) allow you to translate the texture applied to the mesh, while SizeX, SizeY SizeZ and serve to set the size (scaling) of the texture with respect to the axes X, Y, Z. For the texture of the top, you should set SizeX=12 and SizeY=6. To further improve the wood, we can modify the parameters of the back panel of the sub-context Shaders Material buttons. In particular, set Spec=0.2 to reduce the reflected light.

  5. #5
    Join Date
    Apr 2009
    Posts
    68

    Re: How to do texture mapping in Blender

    If we imagine a wooden spinning top, we can assign to the material brown, with their corresponding RGB values 0.9 , 0.75 and 0.55 . It is advisable to make a name for any material created. In this case, you can call it "Wood".


    It also works with the materials to give different colors to different parts of the same object. Imagine you want to decorate the top of the top with concentric circles of different colors. For each color to be assigned to different portions we need to create a different material. To select the area to be assigned a new material, we move in Edit Mode (press TAB) and then select two neighboring vertices. Since we are dealing with a solid rotation we use a particular selection technique. Press CTRL + E and select Select Edge Ring to get a circular selection from the two selected vertices. Once selected this portion of the mesh can assign a new material. To do this go into the panel of the Link and Material Editing context (F9) and tried to right, the Assign button and then New. Now the Material Buttons sub-context can add a new material to be used. Links and Pipeline menu, click on the button identified by the double arrows next to "MA: Wood" and select Add New. Finally, we can define the parameters of the new material. You should assign evocative names, for example, if we have at hand the material for a green band ( R=0.6 G=1 e B = 0.2 ), not assign the name "Legno.001" rather use "Green". With this technique we can paint other parts of our top.

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