Graphics Reference
In-Depth Information
Go to 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 Reset UV projection UV layer to the
object, which means that every face of the mesh is covering the whole area of the UV/Image
Editor 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-faced Cube.
A second option is to place the proper seams on the Cube's edges and directly unwrap the
object in the UV/Image Editor window, as demonstrated in the following steps:
1.
Press Tab to go to Edit Mode, select the appropriate edges, press Ctrl + E , and in
the Edges pop-up menu, select the Mark Seam item.
2.
Now press A to select all the vertices (if deselected), press U , and choose an
unwrapping method from the UV Mapping 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 mandatory to map an image texture on an unwrapped
object; in such a case, Cycles will automatically use the (first) available UV coordinates to
map the image map anyway.
Often, the only Texture Coordinate node is not enough. What we need now is a way to offset,
rotate, and scale this texture on the surface:
1.
First delete the Bump node, then select the Texture Coordinate node, and drag
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 in the middle of the link that connects the Texture
Coordinate node to the Checker Texture node. It will be automatically pasted
between them, as shown in the following screenshot:
 
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