Assigning Materials to Faces
You can attach textures and materials to SDS objects in several ways:
- Using geometric mapping objects, such as the parallel and the sphere mapping. This method is suitable for
procedurally defined (3D volume) materials. The disadvantage is that rigid mapping coordinates cannot follow
deforming SDS objects in animations.
- With a default mapping object, which uses a vertex channel to define the texture or shader coordinates. The number
of vertex channels is not limited: in addition to the UV Coordinates channel, which is available in every SDS
object, the user can add his/her own channels 'myuv1', 'myuv2' etc. The disadvantage of vertex channels in
surface texturing is that it is often difficult or impossible to unfold a complex, branching surface into a UV plane
continuously enough. Two points that are close in 3D space may get dislocated in UV space.
- With face materials or textures. These are attached using a private set of UV coordinates for each face, which
approach solves the unfolding problems of vertex channels. On the other hand, interpolation of face material UVs is
less continuous as vertex channel interpolation, because neighbor faces do not contribute.
- With UV set objects. UV sets are sub meshes of SDS objects defined in UV coordinate space. You can use any number of
UV sets to split the parent mesh geometry into suitable UV areas (e.g into front and back projections). Each UV set can
contain any number of disconnected face groups.
Assigning Materials to Faces Using Drag &
Drop
The easiest way to attach materials
to faces is using drag & drop.
1. Put the SDS object into the face edit mode.
2. Select the target faces
3. Zoom and rotate the view so that target faces are relatively parallel to the view window and fill it.
UV coordinates for face materials will be the projection of vertices into the view.
4. Drag & drop a suitable material into the view window. This assigns the
material to the selected faces.
'Granite' material assigned
to the selected faces.
You can assign any number
of materials to a single face. Materials are evaluated in the order in
which they are assigned.
Editing Texture Coordinates in UV Editor
Each material gets an unique set
of texture coordinates through which you can control the position and size
of the texture. You can edit these texture coordinates in the UV Editor
window.
The UV editor allows you to edit the UV coordinates of the currently selected face material (there can be any number of materials per face, but the current face material
allows you to select which one of them is shown in the UV editor).
When you open the UV editor for the first time, it automatically evaluates the current face material
to a bit map image which is then shown as a backdrop image in the UV Editor.
Note: evaluating the backdrop
image can take several seconds depending on the size of the UV editor window.
However, this process is run as a separate thread so you can start using the UV
editor as soon as it opens.
Through the UV editor you
can edit the UV coordinates of the currently selected face material. Use
any transformation or deformation tools, such as Scale, Rotate, Mirror,
Bend etc. to modify the UV coordinates.
UV editor also supports compass
menus. You can put frequently needed UV manipulation tools (mirror faces
etc.) to compass menus. The default startup project defines an example
compass menu for the SDS objects.
The UV editor and a SDS
specific compass menu
Pressing the Delete key
on the UV Editor window removes the current face material from the selected
faces (deletes the selected UV faces).
Most of the standard modifiers
also work in the UV Editor. For example, all selection modifiers
(Shift = Add to selection, Ctrl = Intersection, Alt = Remove from selection)
etc. work. When modifying faces, Shift activates angle grid and so
on.
When modifying the UV coordinates
in the UV Editor, 3D view windows update in real time.
There is also a context sensitive
pop-up menu associated with the UV View.
Just like in 3D views, there are three editing
modes available: Points, Edges and Faces. However, edge editing is not avalaible for face materials,
only for vertex channels.
The following menu options control
which faces are shown on the UV Editor (note that only faces that contain
the selected face material can be shown):
-
"Show all faces" - Shows
all the faces that contain the current face material
-
"Hide all faces" - Hides
all faces
-
"Show selected faces"
- Shows the selected faces (+ currently visible faces)
-
"Hide selected faces"
- Hides the selected faces
To show only the currently selected
faces you can use the "Hide all faces" and "Show selected faces" menu items
in succession.
The popup menu can also be
used to select the current UV and the current face material name of the
selected SDS object. The UV:s are listed first and the face material names
last (there is a delimiter between the two groups).
The SDS specific menu of
the UV editor window allows you to detach materials from faces:
-
Detach - detaches the current
face material from the selected faces.
-
Detach from all faces - detaches
a face material from all faces. The face material is selected from the
sub menu.
You can animate face uv coordinates
by modifying them in animation recording mode.
The Properties item in the
UV View's pop-up menu allows you to open the property window for the UV
View. Through this window you can control options like the contrast (weight)
of the backdrop image, grid, rendering options and compass menus.
UV editor's property
window compass tab
Note that you can record
all options in this window to macros and bind those macros to desired keys,
compass menus or icons for faster access.
Editing Face Materials through the Property
Window
The object specific part (the
'Spec' tab') of the property window shows you the materials assigned to
the selected faces. Click the desired material to make it the current
face material. Use drag & drop to change the order in which the
materials are evaluated. The pop-up menu allows you to remove materials
from faces.
In the Property window/Spec
tab you can select the current face material, delete materials and change
the order in which materials are applied.
The SDS property gadget
has a checkbox 'Selected faces only' inside the Faces frame. If checked,
the Material list works as before: shows the materials of the first selected
face and its Detach popup menu removes the selected face material from
the selected faces. If not checked, the Material list shows all face materials
and Detach removes the selected face material from all faces.
Map2Obj
This tool provides you with
more control over assigning face specific materials.
Map2Obj tool (located in the
Materials tab) allows you assign
materials to faces and define face specific UV coordinates using any mapping
object, such as the parallel map. For example, you can use a parallel mapping
to attach an 'eye' texture to the faces representing an eye of a head.
-
Select the desired SDS faces
-
Create a parallel mapping object
(from any material)
-
Multiselect the SDS object and
the parallel mapping object and activate the Map2Obj tool
-
Set 'Target' to 'Selected Faces'
or 'All Faces', select the material to be assigned using the 'Destination
Material' field and click Accept.
Assign 'marble' material
to 'Selected Faces' using the Map2Obj tool
Previewing Face Materials
in OpenGL
To preview a single face
material in OpenGL, open the property window, go to the Wire tab and set the Material Rendering option
to Single. Specify also a suitable texture quality. Material Rendering=Full evaluates all mapped materials and is
usually slower.
Define texture quality
through the Property window's 'Wire' tab
After the texture quality
is specified, the system converts the current face material to a bit map
image (texture map). You can find the generated images from the 'temp'
folder. The image is named as 'materialname_texture.bmp'.
Next time you attach the material to a face, OpenGL will be able to show
the result instantly.
|