Graphics Programs Reference
In-Depth Information
In the UV/image editor window, load your im-
age by clicking “Image” in the header then selecting
“Open.” This opens a file browser window where
you can navigate to the folder containing your im-
age. Click on the image file and click “Open” on the
upper RHS of the screen (Figure 12.45). Your im-
age displays in the UV/image editor window, but
you can still see the outline of the face you have
selected (Figure 12.46).
If you press the A key to select the face outline
and the G key and move the mouse, you will see
the image projected on the face in the 3D window
move at the same time (Figure 12.47). If you press
F12 and render with the cursor in the 3D window,
you will see whatever portion of the image that is
covered by the face outline in the UV/image edi-
tor window rendered onto the selected face of the
cube. You can also scale the face outline to capture
more or less of the image. This example shows you
one method of projection, but that's not where we
were heading to begin with. We want to use our
projector, but we have given Blender the informa-
tion about our image and have established some
mapping coordinates.
At long last we can add our UV project modifier.
The cube remains selected. In the properties win-
dow - “Object Modifiers” button, click “Add Modi-
fier” and select “UV Project” to display the modifi-
er panel (Figure 12.48). In the modifier panel click
on the panels shown and select your image, the
projector, and the UVTex coordinates. Render
(press F12) to see the image projected onto the
face of the cube. By moving the projector in
the 3D window relative to the cube or mov-
ing, rotating, or scaling the cube relative to the
projector, the portion of the image displayed
can be controlled (Figure 12.49).
Outline of the selected face
Figure 12.46
Image on the selected face
Figure 12.47
Click and select your image file.
Click and select “Projector.”
Click and select
“UVTex.”
Note : If you have used a duplication of the
default camera as a projector and haven't
renamed it “Projector,” then the name of your
projector will be “Camera.001.”
Figure 12.48
 
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