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- Path: sparky!uunet!hela.iti.org!usc!news.aero.org!strauss
- From: strauss@aero.org (Daryll J. Strauss)
- Newsgroups: comp.sys.next.programmer
- Subject: RIB, Polygons, and Textures
- Date: 12 Nov 1992 18:22:25 GMT
- Organization: The Aerospace Corporation
- Lines: 33
- Message-ID: <1du7d1INNsdq@news.aero.org>
- References: <1drsutINNpea@news.aero.org> <101668@bu.edu>
- NNTP-Posting-Host: armadillo.aero.org
-
- In article <101668@bu.edu> ambi@it-next2.bu.edu (Michael Amirault) writes:
- > Anyone noticed that the brick texture looks inside out? I was
- >wondering if maybe I'm looking at the wrong side of the polygon??
- >The brick does look nice on a plane facing the camera, but on one
- >that's diagonal, it doesn't seem to draw individual bricks - just
- >rows.
-
- [Yet another episode in the series "Daryll's Tips for RenderMan" ;-)]
-
- The problem is that you can't make a smooth parameter space for
- polygons. Normally your objects have some nice smooth parameter space to
- do texture mapping. For example, in all the quadratics, u runs along the
- longitude from 0 to 1 and v runs along latitude.
-
- What do you do with a polygon? The problem is that you don't have a
- complete surface, it could have holes, it has multiple vertices, it
- could be non-planar, etc. RenderMan defines a standard that says that
- parameter space on a polygon is the X and Y coordinates of the polygon
- in object space. There is no perfect answer of how to handle polygons.
- The biggest flaw of this answer is that any polygon that is parallel to
- the XY plane has a constant parameter value (and weird things happen!)
-
- You can define the u,v values at each vertex of the polygon. RenderMan
- would love that, because it could then interpolate between the values
- and be happy. Unforetunetly, you need a modeller that allows it.
-
- The bottom line of all this is that you have to be very careful if you
- plan on applying texture maps to polygons. If you can avoid polygons,
- you probably should. Realize that a biliear patch doesn't have these
- nasty properties and works just as well for polygons with up to 3 or 4
- vertices.
-
-
-