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For those VNS users who have already completed the Planar Textures: 3D Objects & Walls tutorial, this is a more advanced application of a planar texture on a Wall Component. This time we're going to wrap a building exterior image entirely around a building lofted with a Wall Component. 1. Open the BldgWrap project included with this tutorial download (WCSProjects\Flat folder). The Wall Component building is 59 m N-S, 80 m E-W, and 12.6 m tall. ![]() 2. Open the Planimetric camera view and select the Bldg vector in the Database Editor to activate it. Click the Select/Show Points tool button from the toolbar to make the Wall vertices visible. ![]() 3. Open the Bldg Vector Editor to the Selected Points page and select Single Point under Points Selected. The first point selected in the real-time views is the NW one. Click the up-arrow widget beside the First point value and you'll see that the points increase counter-clockwise around the building. This is important to know when it comes to placing the texture. ![]() 4. The Wall shows 3 sides in real-time views and the Wall Editor Connect Ends adds the fourth side at render time. ![]() 5.If you're using actual photos taken of a building with shading, you won't need VNS to add more shading to it. The photo we're using has very little shading. Increase the Wall Panel Material Luminosity to 50% to make it easier to see. ![]() ![]() 6. The image we're going to use as a texture has the sides labeled for easy identification. Click the image for a larger view. ![]() 7. The 59m x 80m building has a total circumference of 278 m. This image starts at the NE corner and wraps around the building counter-clockwise, just like Wall point order. ![]() 8. Create Texture for the Wall Panel Material Diffuse Color. ![]() 9. Change the Selected Element to Planar Image and choose the BldgWrap_CCTxt.jpg from the Image Object dropdown list. ![]() 10. You can try a render if you want, but you won't see the texture because we haven't sized or positioned it on the Wall. ![]() 11. We want the texture to wrap around the entire Wall. That means we need to place it using the Vector Aligned Coordinate Space. ![]() 12. In Vector Aligned Coordinate Space, the Y axis parallels the vector and Wall, the Z axis is vertical, and X is perpendicular to the Wall formed by the vector. You can already see that the X axis will be the texture axis. ![]() 13. To size the texture properly, change the Texture Axis to X, Size Y to 278 m, and Size Z to 12.6 m. Recall that the total circumference of the building is 278 m and the height is 12.6 m. The best way to view vector-aligned Wall textures is to set View From to West -X. This will allow you to see the image face-on in the previews when things are lined up properly. It won't make any difference here because the image is large enough to warrant a stand-in. ![]() 14. By default, the center of the texture is Y=0 and Z=0, which is the start of the vector at the first vertex. We want the center of the texture to be halfway along its length and halfway up its height. Change the Center Y to 139 m (278/2) and Center Z to 6.3 m (12.6/2). ![]() 15. View NE: ![]() 16. View SW: ![]() |
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Copyright 2007 R Scott Cherba All Rights Reserved |