Love Hastings
#66666
Join date: 21 Aug 2007
Posts: 4,094
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12-07-2009 11:40
This might arguably deserve to be in the building forum, but I'll try here first.
This will be difficult to explain as I do not know the proper terminology, so bear with me, please.
Let's say you make texture which is a simple grid of horizontal and vertical lines. Texture the large face of a 4x3x1 prim, rotated so that the face is flat and at 0 degrees rotation.
Now duplicate this prim and rotate the prim, say, 72 degrees CW.
The grid of the new prim is 72 degrees out from the original prim.
Now rotate the texture in the new prim, 72 degrees CCW, using the texture pane.
What you end up with is not a re-aligned grid, as I had hoped. The resulting texture is skewed, for lack of a better word. A quick check shows that it was caused by the prim not being a square. Lengthening the 3 meter side to 4 meters fixes the distortion.
Is there a way to avoid this distortion, assuming that the prim size cannot be changed?
Can I do in with the prim tools, or do I need to make a texture specifically for this prim? Would that even work?
Thanks in advance!
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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12-07-2009 12:27
From: Love Hastings Now duplicate this prim and rotate the prim, say, 72 degrees CW.
The grid of the new prim is 72 degrees out from the original prim. /me looks confused. Are you sure the above is correct?? Rotating a prim should not cause the textures on that prim to also rotate.
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
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12-07-2009 12:33
I *think* I understand. Use the texture repeats to increase/decrease the number of times the texture is shown on the face.
I think what is being said is that a grid on a tilted prim is tilted, and that to have the prim be tilted but the texture straight up/across you'd rotate the texture. To have the grid be squared use repeats.
It's sort of a non-question if it's what I think it is.
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Love Hastings
#66666
Join date: 21 Aug 2007
Posts: 4,094
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12-07-2009 12:33
From: Meade Paravane /me looks confused.
Are you sure the above is correct?? Rotating a prim should not cause the textures on that prim to also rotate. The texture rotates with the prim. I'm trying to then rotate the texture back using the rotation field on the texture pane.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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12-07-2009 12:35
Use planar mapping instead of default. This is one of the things it's for.  
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
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12-07-2009 12:36
Also you may be interested to try unticking "Stretch textures."
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Love Hastings
#66666
Join date: 21 Aug 2007
Posts: 4,094
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12-07-2009 12:37
From: Osprey Therian I *think* I understand. Use the texture repeats to increase/decrease the number of times the texture is shown on the face.
I think what is being said is that a grid on a tilted prim is tilted, and that to have the prim be tilted but the texture straight up/across you'd rotate the texture. To have the grid be squared use repeats. I'm not sure how repeats factor into your understanding of my obviously poor explanation of my problem. The distortion comes into play because the face of the prim is not square (the texture is square). The repeats fields do not change the distortion.
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
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12-07-2009 12:37
Ah, yes, Chosen - I almost said that but just wasn't sure. Thank you for that bit of info.
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
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12-07-2009 12:38
From: Love Hastings I'm not sure how repeats factor into your understanding of my obviously poor explanation of my problem.
The distortion comes into play because the face of the prim is not square (the texture is square).
The repeats fields do not change the distortion. I was thinking your prim was a rectangle. No?
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Love Hastings
#66666
Join date: 21 Aug 2007
Posts: 4,094
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12-07-2009 12:38
Chosen Few! Thank you. That looks to be exactly what I need.
I've never even noticed that setting before. LOL.
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