Graphics Programs Reference
In-Depth Information
Obviously, this is due to the fact that the unwrap of the mesh has separated the
branches' UV isles from the main trunk ones, although the effect is barely visible.
Let's say that you absolutely want to avoid this. That's why, we are now going to see
a solution for the problem by using a second set of UV coordinates and a Vertex
Color layer:
1. Select the trunk mesh and go in the vertex paint mode. The mesh turns
totally white because that is the color assigned to the vertexes by default.
Start painting with a pure black color the vertexes located at the joinings
of the low branches with the trunk, achieving this result:
2. As you can see, the "joining vertexes" edge-loops are black but smoothly
blending into the white of the default mesh vertex color. This will be used
as a stencil map to blend two different instances of the same bark mater-
ial. Go to the Object Data window and rename the Vertex Color layer as
Join_branches .
3. Go in the edit mode and select all the faces enveloping the vertexes at
the joinings of the branches with the trunk. In the Object Data window,
under the UV Maps tab, click on the + icon ( Add UV Map ). Rename the
new UV coordinates layer as UVMap2 , put the mouse pointer on the 3D
view-port, press U , and select Unwrap in the UV Mapping pop-up menu.
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