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How do round a texture to fit the flat side of a cyllender?

Angelis Dreamscape
Registered User
Join date: 8 Apr 2008
Posts: 27
05-08-2008 16:53
I have seen it done on many builds in SL, such as stone arches where the texture follows the curve. I have tryed everything and can't figure it out. Is there a special building tool for this? If so what is it? I need it...lol
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-08-2008 19:29
The textures are made for the curve specifically. There is no other way, beyond how some sculpties handle textures.

Thinking a bit more, tubes (Not cylinders) may wrap the texture along the curve, as rings and torii do. (I think)
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Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
05-08-2008 19:38
did you try planar mapping?
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-08-2008 19:39
From: Peggy Paperdoll
did you try planar mapping?

Planar won't wrap it around a curve, it will actually make it seem straighter in some cases, as it maps it to each individual actual surface, not just the selectable surfaces (The planes, not the surfaces..dunno how to properly explain the difference).
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Angelis Dreamscape
Registered User
Join date: 8 Apr 2008
Posts: 27
05-08-2008 19:51
NM I figured it out. It is another prim that is used altogether, its the already hollowed cylinder:)
Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
05-08-2008 19:52
I'm no building expert but I've put textures on the flat side of a cylinder before...........on the default mapping they are "straight" (like what you would see on the sides of a cube). Planar does curve with the surface if on the end of a cylinder. I"ve never played with it that much since I had no need but I always thought that playing with the offsets and rotation one could curve it around the flat surface. I'll give it shot some day to see.
Aimee Weber
The one on the right
Join date: 30 Jan 2004
Posts: 4,286
05-08-2008 20:00
From: Angelis Dreamscape
NM I figured it out. It is another prim that is used altogether, its the already hollowed cylinder:)


A Tube.
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-08-2008 20:07
From: Peggy Paperdoll
I'm no building expert but I've put textures on the flat side of a cylinder before...........on the default mapping they are "straight" (like what you would see on the sides of a cube). Planar does curve with the surface if on the end of a cylinder. I"ve never played with it that much since I had no need but I always thought that playing with the offsets and rotation one could curve it around the flat surface. I'll give it shot some day to see.

Oooh really? I'll check that in a few...never done it I guess, didn't think planar did that on the end of a cylinder. But as I said earlier, and as OP just said, tubes wrap it around the hole ^_^
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-09-2008 06:10
Planar mapping only works well on... planar surfaces.

So any *flat* surface, like the ends of a cylinder, it works on. Curved surfaces, like the sides of a cylinder or a round hollow in a prim or the surfaces of spheres, tori, etc, should use default mapping only.
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Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
05-28-2008 06:06
Try the tube as well, it will automatically wrap on its edges in a 360 degree.
Neil Robinson
kIllustrator extordinaire
Join date: 26 Oct 2006
Posts: 47
05-29-2008 18:53
From: Keira Wells
The textures are made for the curve specifically.


Yes. I do this a lot. One thing you can do to help yourself - make the prims you want to make, then link them. Copy them and set the texture to blank and color them with bright colors.

Next shrink it down as small as you can. You're actually going to use this as a hud map, but we'll get to that.

Create a prim, stretch it to bigger than the little colored model you just made. Make sure its square tho. Set it blank texture, white, full bright. Link the model to this prim. Rename it (I call mine project name_hudmap_desc_version - so 'Campeche_hudmap_churchfrontatch_0.3' or something - make it easier to find if you need it again)

set the whole thing to full bright. Seriously.

Take it to inventory, rightclick, attach to hud, centre - rightclick edit it, move/rotate it so its square on in the middle of your screen. If you deselect it, it pops back, but you dont have to deselect it - when you've got it where you want to, hit ctrl shift S to take a snapshot, make sure 'show hud objects' is ticked, and save this to your HD.

Open it in photoshop, and use it as a template to draw your texture. you can see where each prim is, from the different colors.

Make texture, reupload and map onto the prims. Thats the hard part, if you want to make it the easy part check out some of the texture aligner tools. I use '10khz Tone's Jextone texture aligner' - and its brilliant.

There you go! A quick and dirty tutorial on how to create and map complex textures across multiple prims.

Hope it helped!
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