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More Surfacing
Under the Surfaces panel in Layout you can apply different 'image maps'
to an object.
The simplest mapping is to take an existing image (Inspire comes with
many useful ones) and 'map' it onto a surface. E.g. a screenshot from
a computer can be saved as an image file and then mapped on to the surface
of a model of a computer monitor. Do this by clicking on the Texture button
next to the Surface Colour attribute, then loading the image. Select the
right kind of image map for the model (planar for a flat surface, cylindrical
for a cylinder...).
One of the most important things with surfacing is just naming them
correctly in Modeler. Select the polygons you want to apply a
particular surface to then give them a good surface name. If you have
no polygons selected, it will apply the surface to all of the polygons
in the layer.
Bump Maps give an object a bumpy look -and can be either image-based
(bumps are based on the luminosity values in an image) or procedural (a
built-in procedure defines the bumps). Either way, there are some useful
settings that can be adjusted.
Perhaps most important is the "Texture Size" setting
which defines how big the bumps are. A small number might be used for
an orange peel or carpet, whereas a large value might be useful for terrain
(more gentle undulations). As always, experiment to see what looks best.
Texture Amplitude determines the height of the bump (can be greater
than 100%).
Frequencies specifies the complexity of the pattern (more than 6 is
not useful for bump maps).
It is important to note that a bump map does not change an object's geometry,
it just changes its appearance (surface properties).
Some times you want to make an object's geometry change without actually
replacing the object- perhaps over time. This can be done with Displacement
Mapping. This process modifies the polygons in the object according
to an image map or a procedure (as for bump mapping above). The parameters
are similar, but an Envelope can be used to make the change have different
values at different times (for example to animate an object bulging or
blowing up).
Because displacement mapping applies to the individual polygons in the
object, you must have lots of different polygons (preferably triangles)
in the object. E.g. for a flat box, Triple it in Modeler (T), then SubDivide
(D) it to turn each triangle into multiple triangles. D it several times
until you have enough polygons. If you need more, go back and do more
subdividing in Modeler, then in Layout you can Replace the object with
the new one - from the Objects panel.
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Lecture notes are provided as a guide of
the content of lectures for pre-reading, revision and for
students who cannot attend lectures. While almost every
effort is made to make the online notes as complete as possible,
there is always material discussed in lectures that is not
in the notes.
You should not rely on these notes only!
If you miss a lecture and you do not understand something
in the notes, you should consult (in this order) other students,
the tutors, or the lecturer to try to work it out.
You are expected to read these lecture
notes as well as attending lectures, as vital information
is contained in both.
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Subject Coordinator: Lindsay
{w} | {e}.
Last Update:
September 4, 2001
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