Mode |
Determines how the texture is
projected onto 3D surfaces. These types of texture mapping
include their own parameters for controlling the mapping. Projection is the process by which a 2D
texture map is applied over the surface of a 3D model, as if
it were an image projected from a slide projector. There are
several common projection types, including planar, cubic,
spherical, and cylindrical. The most appropriate type
depends on the type of map you project and the shape of the
object you project upon.
There are
minor changes to the texture manipulator depending on the
projection mode used. The images below show the variations
(UV projection mode does not have a corresponding texture
manipulator, but all other 3D projection modes do.)
UV |
UV retains
and uses any UV coordinates present on the part
for mapping. UVs are retained during import for
most CAD formats that support UV mapping. Editing
UV coordinates must be done in other tools. If the
object does not have UV coordinates, its textures
may not appear. You can fix this by changing the
projection type. UV texture coordinates are the
coordinate system for assigning textures to
polygonal models. |
Box |
Uses a “box” projection. |
Planar |
Projects a
flat texture plane in the X, Y, or Z-axis. To
determine the direction, turn on the coordinate
system in the Image tab or press Shift + C. If the
surface to map to is at an angle, you may want to
rotate the model so it aligns with the projection
direction. After mapping, move the object back to
its original position and the mapping moves with
it. |
Spherical |
Uses a
spherical projection with Y as the up-axis. If the
object requires spherical mapping in a different
direction, rotate the object to align with the
projection direction. After mapping, move the
object back to its original position. |
Radial |
Projects the
texture as a circular plane, like a circular
version of Planar. |
Cylindrical |
Projects the
texture as a cylinder standing up (Y-direction)
for mapping. If the object requires cylindrical
mapping in a different direction, rotate the
object to align with the projection direction.
After mapping, move the object back to its
original position. |
Perspective |
Maps the
texture from the current camera angle so that it
maps perfectly, but only from the current
camera. |
|
Manipulate Texture |
Lets you visually shift,
scale, and rotate the texture on an applied surface using the
texture manipulator. Manipulate Texture will not
appear if Texture Mapping Mode is set to UV.
|
Fit
To Part |
Sizes the texture projection
to the part's bounding box. This option typically yields the
best quick fit and provides a starting point for you to edit the
texture placement. |
Set
to World Scale |
Sets the texture scale to
world coordinates. When you apply the texture
to multiple parts and click Set
to World Scale for each part, the texture
pattern is a consistent size on each part. It also updates
on each part if you change the texture properties such as
tiling, repeat, and rotation.
|
Transform |
Lets you numerically modify
the texture mapping on the part. The alternative is texture
mapping on parts using the texture manipulator, as discussed in
Manipulate
Texture. |
|
Displacement textures modify the
position of surface points by specifying the length and
direction of displacement for each point. Increasing the Displacement
Density evenly subdivides the mesh,
enhancing the Displacement quality. This action
increases render times and memory
usage.
|
Apply to Geometry |
Implements the change
specified by the Displacement Density to the texture onto the
geometry. |