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ImageModeler ® 4.0 Mini Tutorial
How to apply and edit textures
Introduction
The goal of this tutorial is to introduce one of the main new features of ImageModeler ® 4.0: The
Texturing Editor tool. Lets have a look at different ways of texturing and assigning images to an
object.
Accessing the tutorial data files
To access the data associated with this document, either browse the CD-ROM (compact
installation), go to <applications_path>/REALVIZ/ImageModeler 4.0 (full installation
default directory), or go to the directory where you have installed ImageModeler ® 4.0 (full
installation custom directory) and open the Tutorial/Data directory.
Please note that you have an online version of the ImageModeler ® 4.0 User Guide. You can access
it in the Help menu in ImageModeler ® 4.0.
Step 1 – Loading the sequence
In the first step you will load a sequence into ImageModeler ® .
1. Select File > Open (or press Ctrl+O ) to access the Open dialog.
2. Browse to the Texturing folder in the Data directory and select “Step1_LoadProject.rzi”. This
is a calibrated scene with a mesh of the building.
3. Click Open.
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ImageModeler ® 4.0 Mini Tutorial
Step 2 – Extracting the textures
Note : If you want to bypass this step, load Step2_Mesh_Textured.rzi .
Now we will texture the building.
1. As we only have two visible faces, we cannot run the extraction process on the entire mesh.
We will begin by texturing the two front faces.
Select the “Emerald” mesh in the Scene Browser and in the Texturing tab, click on the
Select faces tool, and click on the two front faces to select them:
2. Click on Extract Texture icon (or press the F11 key) and choose the first image
“DSF0001.jpg” to apply a texture on the selected faces:
3. Click the OK button to continue. An extracted texture appears on the mesh.
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ImageModeler ® 4.0 Mini Tutorial
You can repeat this operation for the faces located on the right side of the building, but select the
“cote.jpg” image instead of the “DSCF0001.jpg”. You should have the same result as in the image
below:
Step 3 – Assigning a texture to faces
If you turn the object around, you will see that the other side faces are not textured. As there are
no images from which to extract a texture, we must apply the existing textures to the faces.
1. Firstly, select the faces that you want to texture. Select the Select faces tool in the
Modeling tab, and click on the two front faces.
2. Select Material > Assign Texture . A window displays the assigned texture.
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ImageModeler ® 4.0 Mini Tutorial
3. Select the name of the appropriate texture and choose Share Texture Image .
4. Click OK .
The texture is now assigned to the selected faces.
Notice the texture is not copied in the Scene Browser but shared with different face groups.
Repeat the operation for the other faces and check the result.
Tip : You can also assign textures by dragging and dropping them from the Scene Browser .
Simply click on the first extracted texture from the Materials folder of the Scene Browser then
drag it to the selected faces:
Note : If you click the Share Texture Image check box to unselect this option, the next drag and
drop actions will take into account the modification.
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ImageModeler ® 4.0 Mini Tutorial
Step 4 – Editing the uv map
We can see that second texture is badly placed. We need to edit the uv coordinate to correct its
orientation.
1. Check the Edit Texture Mapping option by right-clicking in the texture name from the
Scene Browser :
Note : If a texture is shared with several face groups, it is displayed in a sub-menu of the
material name. If you click on a mapping group, it automatically highlights the selected group
in the viewport. In our example, you can easily find the appropriate mapping group.
2. A new menu window is displayed, allowing you to correct and adjust the texture UV with
move , rotate , or tile operations. You can change the size of this window and zoom out to fit
the texture entirely.
Note : You can also change the selected facegroup in the Mapping Groups field list. In our
example, the right group is the second in the list.
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