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Texture mapping


Kaare Baekgaard

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Try mapping a texture onto anything other than square objects and you are left at the mercy of the Atribute Mapping tool. Not intuitive at all. I hated the old texture mapping dialogue, but now I actually prefer it over the new.

I suggest a mapping mode, that is relative to the present view. Whatever view you are in, you would click on a tab and see the texture perpendicular to the view and centered on the object to be mapped.

Get the idea?

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Several simple suggestions.

Alway have the texture start at some logical location.

If that is the lower left corner then so be it. But make it uniform.

Add some check boxes:

1. Lock Shader Origin Location

(This would keep the X and Y from changing when the scale is changed)

2. Center Texture on object

(This would keep the object centered when the scale is changed)

3. Scale texture to Object Width

(This would automate the match process when a shader need to fit the object)

4. Scale texture to Object Height

(This would automate the match process when a shader need to fit the object)

Is there a reason we are not able to use the Nudge with the Texture Map?

One major continued failing with the attribute mapping tool is where the texture IS and where the object IS, when the object is remote from the center of the drawing world.

We work in an isolated environment, with the Attribute Mapping tool, by the nature of the object. Make it a Symbol or a group then edit that object. (In the past the old texture mapping was isolated from the drawing.) The issue appears, for example, with an Image based Texture applied to a simple extrude. The location can be 90 degrees off and at the other end of the drawing. Often off the screens current zoom. (In the attached LPEG the Texture is 195ft away from the 10 ft object?). Assumption is, the texture maps to the drawing world, not the object.

We find that the new iteration of Attribute Mapping is a step up from 2010, but still illogical in several ways. More often than not we are making duplicate textures, or going outside to Photoshop to alter or fix the image shader size / ratio in place of the struggle that is the past tradition with applications like Form-Z where you spend your time entering number guesstimated numbers in the OIP, then re-render, then entering a different number in the OIP, then re-render then ... Peter

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