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Texture on Box

Q and A about functionality and how to solve a special task for your application.

Moderator: Support

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Rondarmagon
Posts: 7
Joined: 10 Aug 2014, 07:53
Location: UAE

Texture on Box

Post by Rondarmagon » 10 Sep 2014, 20:28

Hi guys,

I have a questions:
How to remove texture animation from the top and bottom and leave it only on sides If I am using Box from Geometry Toolbox?
Should I use only Mesh object to create that result?

Thanks,
Attachments
Box.vza
(20.63 KiB) Downloaded 317 times
Agalar Ragimov - Eventagrate

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Chris
Posts: 108
Joined: 14 Aug 2012, 09:10
Location: UK

Re: Texture on Box

Post by Chris » 11 Sep 2014, 18:14

Hey,

The options for adjusting UVs of faces in Ventuz is pretty much zero, so the best option is to build the mesh in an external program and import it with the required UVs.

You could build a cube without the top and bottom faces using 4 rectangles and get the result you want....but if you wanted to bevel the edges.....that would be an issue
....although you could use cylinders for the beveled edges.....but...yea, over complicated......just build one in a 3D package.....about 20 secs work and no head scratching ;)


Chris

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Rondarmagon
Posts: 7
Joined: 10 Aug 2014, 07:53
Location: UAE

Re: Texture on Box

Post by Rondarmagon » 12 Sep 2014, 10:29

Hi Chris,

Thanks for your answer.

The reason why I want to use Box from Geometry Toolbox is very simple. It is easy modifying. If you check my attachment in first message you'll noticed that I created mesh object with bevel on edges. The problem is when for example I want to change mesh from box to rectangle just using Scale parameter in Ventuz. It means that I should change texture parameters too. Texture is also stretching with polygons. With Box from Geometry Toolbox we don't need to do that.

One time head scratching can help to save 20 sec for every changing ;)

Rondarmagon
Agalar Ragimov - Eventagrate

User avatar
Chris
Posts: 108
Joined: 14 Aug 2012, 09:10
Location: UK

Re: Texture on Box

Post by Chris » 12 Sep 2014, 11:39

Hey,

The cube only offers 2 types of UV mapping:

Flat - Which adds the same 0-1 UV texture to each face of the cube
Dice - Which splits the texture in to 6 pieces and uses 1 for each face.
Have a quick look at the 'Cube' in the manual, you'll see.

So the same texture is being applied to all faces of the cube. This is why you get the texture on the top and bottom of the cube and as you only have one set of texture mapping controls (see '2D Mapping' node in the manual) no amount of texture scaling or shifting will help as all adjustments happen on every side of the cube, at the same time and in the exact same way.

I hope that makes sense, im not the best at explaining things in detail :D ;)


Chris

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