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Good question. By default, if not specified and if the object doesn't have any UV
coordinates yet, the mapping is Generated , which is the equivalent of the Original
Coordinates mode (now renamed Generated as well) in Blender Internal.
But what if I want to specify a mapping method? Then, just follow these steps:
1. Press Shift + A on the keyboard with the mouse pointing in the Node Ed-
itor window again, go to the Input item and select the Texture Coordin-
ate item, which is a node with several mapping modes and their respect-
ive output sockets.
2. Try to connect the several outputs to the Checker Texture | Vector input
(the blue socket on the left-hand side of the node) to see the texture
mapping on the spheroid change in real time, as shown in the following
screenshot:
By the way, I'd like to point your attention to the UV coordinates output. Connect the
link to the texture's vector socket and see the mapping on the spheroid disappear.
Why is this? Put simply, because we haven't assigned any UV coordinates to our
spheroid yet. Follow these steps to do so:
1. Go in the UV Maps tab in the Object Data window under the Properties
panel on the right and click on the + sign. This just adds a one-to-one Re-
set UV projection UV layer to the object, that is, every face of the mesh
is covering the whole area of the UV window (remember that although
the cube looks like a spheroid now, this is only due to the effect of the
assigned Subdivision Surface modifier; the UV coordinates work at the
lowest level of subdivision, which is still a six-face cube).
2. A second option is to just place the proper seams on the cube's edges
and directly unwrap the object in an UV/Image Editor window. Press Tab
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