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Aligning textures on triangle prim.

Sabbie DeGroot
Dutchy
Join date: 26 Jul 2004
Posts: 59
02-16-2006 07:32
When making a triangle prim (box with top size X: 0 and Top Shear: -0.50) the texture get's out of place on one of the sides. At one side of the prim the alignment is fine, but on the other side the texture gets out of shape.

An image to illustrate the problem:


As you can see the texture on the left prim is perfect. You can put a square prim next to it and align those textures. On the right side, wich is actually the same prim rotated 180 degrees, it gets out of shape. Texture rotation doesn't solve this problem.. Neither does it when I switch top size and shear.

Does anyone have a solution to this problem, or do we need a feature request? :)
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Blaze Columbia
on Fire!
Join date: 21 Oct 2005
Posts: 280
02-16-2006 12:09
Sabbie, don't use the triangle form, instead, use a square box and cut it to triangle shape. Textures on the top and bottom will work correctly, so just turn it on it's side and you'll be a happy camper.

:)
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Sabbie DeGroot
Dutchy
Join date: 26 Jul 2004
Posts: 59
02-16-2006 13:06
And this proves that some people are much smarter then me, thanks :cool:
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Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
02-16-2006 13:13
From: Sabbie DeGroot
And this proves that some people are much smarter then me, thanks :cool:
You can also use photoshop to "reverse-skew" the image (the degree of skew is the angle of slope of the side), then when you put it on the prim the skews cancel each other and it looks normal.

This is handy for those times when using a cube doesnt work. :)
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
02-16-2006 13:13
For an explanation of what's happening here, and how to correct for it, take a look at Robin Sojourner's inworld texture tutorials. You'll find a description of them and their inworld location in this thread.

If you use cutting, you'll end up with the probem that you can't make right trangles or irregular ones. Triangles cut from cubes are always isosceles. If you want freedom and control in your triangle proportions, you have to do some preparation in Photoshop to make the textures work.
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Sabbie DeGroot
Dutchy
Join date: 26 Jul 2004
Posts: 59
02-16-2006 13:32
From: Dianne Mechanique
You can also use photoshop to "reverse-skew" the image (the degree of skew is the angle of slope of the side), then when you put it on the prim the skews cancel each other and it looks normal.

This is handy for those times when using a cube doesnt work. :)


Yeah, I thought of that, but then thought that the game should support 'normal' ways of texturing.. it would be idiotic to upload 3 different textures each time when you could do with one.
But apperently the game DOES support it in some way, so this will do for now.. I still believe that they should change it though, for when working with irregular triangles, but for now I can continue.. :)
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
02-16-2006 23:23
Actually, the way SL maps textures is precisely what I would call "normal", as it is the default behavior for all polygonal modeling systems. SL lacks the type of sophisticated mappping control systems present in other 3D modeling packagaes, which are able to make images fall onto polygons "abnormally". Without those tools, the polygons just do what polygons normally do, which is to skew their textures as they themselves are skewed. That's just how it is with polygons.

So why doesn't SL have those tools? Well, you could just as easily ask why Maya, 3DS Max, and other programs don't operate a persistent world with 100,000 other users in real time. SL's modeling tools are pretty rudimentary, sure, compared with dedicated 3D modeling apps, but SL also does a million other things those programs could never touch. Six of one, half a dozen of the other, and all that.

Anyway, LL's been working on better texturing tools for a while now. They've described the project as "a material shader system like those in Maya and Max". We'll have it at some point in 2.x., meaning it could be next month, or it could be next year; we have no way of knowing. In the mean time, the techniques described in Robin's tutorials that I mentioned before will ALWAYS work, so again, I'd highly recommend learning them.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
02-17-2006 08:29
From: Chosen Few
If you use cutting, you'll end up with the probem that you can't make right trangles or irregular ones. Triangles cut from cubes are always isosceles.


Correction to the above bogus statement.
To get some other triangle forms do the following. All these start off as simple cubes.

Right angle triangle
Cubes with cut B0.5 and E1.00 yields a right angle triangle.

Acute triangles
X top size set 0
Adjust X shear

Scalene obtuse triangles
Y top size 0
Cut begin and end 0.375 and 0.875
Adjust Y shear
Rotate the other side if you need to face the other direction

Scalene triangle variation
Cut begin 0.25 or more
Cut end 0.50 or less

Isoceles or Equilateral triangle
Cut begin and end 0.250 and 0.50