how to fix this rendered image

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how to fix this rendered image // Tech Forum

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Post by sleonard // Apr 18, 2009, 6:40pm

Total Posts: 15
the pictuer is a jpeg texture mapped 3d object...this is a picture of jupiter....the pic is not render completely as there are the white spots....tried using uv tools to correct image...uv slice and uv unwrapper...image becomes clear instructions on how to use uv sphere and uv editor... i did use the tutorial ...but still not sure on how it works...still need a detailed tutorial on it's use....thanks you guys for your taking the time answering this iquire in advance

Post by Vizu // Apr 18, 2009, 10:32pm

Total Posts: 628
show us your texturemap.

Is it an rectangle Texzuremap without any white areas ? Than you can use the spherical UV Map.

Is is a rectangled Texturemap with 2 round maps of the planet you need to make it with 2 2d UV maps.

divide the Texturemap from the 2 round textures of planet in 2 pieces.

I hope you understand wwhat i mean.

Post by splinters // Apr 19, 2009, 12:37am

Total Posts: 4148
Like Vizu said, apply a spherical UV map to your sphere before applying your texture then search for the Nasa space maps that are available. Or take a look here;

You can see the results in Buddy World/Planet Hoppers.

Post by jamesmc // Apr 19, 2009, 2:10am

Total Posts: 2566
Texture map size like 1024 x 1024 is important when applying to objects or primitives.

I believe that the primitives (sphere, cube, etc.) are auto-UV'd in trueSpace so there is no need to do any UV work, if it is a simple texture map that will wrap around them.

Try these, one is a diffuse (texture color) and normal (bump) maps in a 1024 X 1024 size. (planet Jupiter)

It should work on a standard sphere on the Workspace side just fine or in the Modeler side.

Post by sleonard // Apr 19, 2009, 1:47pm

Total Posts: 15
the image has a 4000 x 4000 dimension with white boarders...the planet maps you linked me to work fine and i will use them...but i still want to know how i would make my original image work..when i click sphere uv the shpere object is surrounded by the ctl lines within a rectangle box..selection of the ctl pionts along the retangle line stretch the image map around the object in various directions but distort the final image thus losing detail... i iwill try going thur the tutorial on uv again as the use of the uv tools still seem to be confusing thanks a heap for your help guys

Post by spacekdet // Apr 19, 2009, 2:26pm

Total Posts: 1360
Crop the white borders and apply a spherical UV map, no UV editor is even needed.

Post by clintonman // Apr 19, 2009, 4:41pm

Total Posts: 304
You could fiddle around with the texture coordinates changing offset and scale so it only uses the portion inside the white border. Spacekdets' suggestion would be easier though. It also looks like the image you're using might be a circular image of the planet. If so then you only see one side of the planet and a planer uv map would be the only way to go.

Post by TomG // Apr 20, 2009, 4:53am

Total Posts: 3397
This is dependent on how the UV map is wrapped around an object. With spherical, the whole image is used, not just the "useful parts" - so for a spherical object, a photograph of a spherical object won't work, as the border in the rectangular photograph will show up on the sphere, just as you have here.

You can just crop out part of the planet, leaving no white border, and ending up with a rectangular image of the planet texture (so no roundness involved in the image, even though its going to end up on a round object :) ). You could also use stretch and distort tools to pull the image about to get a rectangular area too, which will help some with the fact that on a spherical object, the texture will be "compressed" at the poles.


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