Graphics Programs Reference
In-Depth Information
to go to edit mode, press A to select all the vertexes (if the vertexes are
deselected). Now, press U and chose an unwrapping method from the
pop-up menu ( Smart UV Project and Cube Projection don't even need
the seams), then go out of edit mode to update the Rendered preview.
The Texture Coordinate node is not needed in the case you unwrap an object and
then use an Image Texture node, because in that case Cycles will automatically use
the available UV coordinates to map the image map.
Obviously, the Texture Coordinate node alone is not enough. What we need now is
a way to offset, rotate, and scale this texture on the surface:
1. Select the Texture Coordinate node and grab it to the left of the window,
as far as suffices to make room for a new node. In the Add menu, go to
Vector and choose Mapping .
2. Grab the Mapping node on the middle of the link that is connecting the
Texture Coordinate node to the Checker Texture node; it will be auto-
matically pasted in-between them, as shown in the following screenshot:
3. Now, start playing with the values inside the Mapping node. For example,
set the Z Rotation value to 45° , the X Scale value to 2.000 and then
slide the X Location value, while looking at the texture changing orient-
ation, dimension and actually sliding on the x axis in the Rendered view-
port.
4. Save the blend file as start_04.blend .
The Min and Max button on the bottom of the Mapping node are used to clip the
extension of the texture mapping. That is, check both Min and Max to avoid the tex-
ture to be repeated n times on the surface and shown only once. A minimum value
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