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Mapping
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Pixels or Geometry?
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Let’s make a wall
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Pixels?
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or Geometry?
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How about a brick wall?
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Geometry?
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or Pixels?
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How about a window?
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Geometry?
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or Pixels?
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Geometry: Pros: Fully three-dimensional
Casts shadows, reflections, etc… Easier to position and modify Cons: Takes more time to calculate (render) - Slow Complex textures hard to model
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Pixels: Pros: Takes less time to calculate (render) – Fast
Easily represents complex textures Cons: Can be difficult to accurately position Modification requires different software Usually requires external files (texture maps)
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Two Parts to Mapping: 1. Making a Mapped Material
Replacing a material’s color/setting with an image. 2. Assigning/Adjusting Mapping Coordinates Tells geometry what to do with the map
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Base Color (diffuse) – The material’s color.
Mapped Material: Base Color (diffuse) – The material’s color.
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Reflection (amount) – Reflective portions
Mapped Material: Reflection (amount) – Reflective portions
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Transparency (amount) – Transparent portions
Mapped Material: Transparency (amount) – Transparent portions
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Emission (amount) – Glowing portions
Mapped Material: Emission (amount) – Glowing portions
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Mapping Coordinates: Assigned to geometry. Tells geometry what to do with the map: Size/Scale of materials Orientation (rotation) Pattern (tiling)
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Mapping Coordinates: Size (Scale) – For humans or ants?
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Mapping Coordinates: Two Types:
Real-World Scale/Size – “Best” for architectural Tiling – “Manual” application/adjustments
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Mapping Coordinates: Localized axes. Labeled UVW.
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