1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" -->
3<head>
4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
5<meta http-equiv="Content-Style-Type" content="text/css" />
6<!-- InstanceBeginEditable name="CSS の相対パス指定" -->
7<link href="../../../common/manual.css" rel="stylesheet" type="text/css" />
8<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" -->
9<title>Texture Coordinates</title>
10<!-- InstanceEndEditable -->
11</head>
12<body>
13<div>
14  <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" -->
15  <h1>Texture Coordinates</h1>
16  <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" -->
17  <p>This document describes the types of texture coordinates used with CreativeStudio and how to control them.</p>
18  <h2>Texture Coordinate System</h2>
19  <h3>Coordinate System When Applying Textures</h3>
20  <!-- #BeginLibraryItem "/Library/glossary_texture_coordinate.lbi" --> <!-- テクスチャ座標 ( texture_coordinate ) -->
21  <p><I>Texture coordinates</I> are the coordinates used when applying texture images to a polygon model. This is called &quot;texture mapping.&quot; With texture coordinates, the bottom left corner is taken as the origin of the texture image. The positive direction for the U-coordinate is toward the right and the positive direction for the V-coordinate is toward the top. Regardless of the size, the texture is applied within a range of 0.0 and 1.0 in both the <I>U </I>direction and the <I>V </I>direction.</p>
22  <p>The following figure shows the texture coordinate system with the bottom left of the texture image as the origin.</p>
23  <img class="user_guide_chart" src="assets/uv_coordinate_coordinate.png" alt="UV Coordinate System"/><!-- #EndLibraryItem -->
24  <h3>Texture Coordinate System Selection</h3>
25  <p>With CreativeStudio it is possible to replace texture coordinate calculations to match one of three types of 3D graphics tools used to create models.<br /> You can therefore select the coordinate system that is easiest to handle from among the three types of 3D graphics tool coordinate systems available when editing texture coordinates with CreativeStudio.</p>
26  <p>The coordinate calculation method differs for each of the three 3D graphics tools.</p>
27  <h4>Polygon Models for Comparison</h4>
28  <p>The following is a simple rectangular polygon with a texture applied.</p>
29  <img class="user_guide_chart" src="assets/uv_coordinate_default.png" alt="Default Texture"/>
30  <p>The U and V values for the texture are as follows.</p>
31  <p><em>Scale U,V = 1.0,1.0</em><em> (multipliers)</em><br /> <em>Rotation = 0.0 (degrees)</em><br /> <em>Movement U,V  = 0.0,0.0</em><br /> This section describes the differences among the coordinate systems used by the 3D graphics tools <em> Maya </em>, <em> Softimage </em> and <em> 3dsMax </em> based on this polygon model.</p>
32  <p> The U and V values of the texture change as given below for the 3D graphics tools.</p>
33  <p><em>Scale U,V  = 1.5,1.5</em><em>(multipliers)</em><br /> <em>Rotation = 30.0 (degrees)</em><br /> <em>Movement U,V  = 0.2,0.0</em><br />
34  </p>
35  <h4>Maya Texture Coordinate System</h4>
36  <p>The method of calculating texture coordinates is the same as with <em>Maya</em>.</p>
37  <p>The table below gives the properties of the Maya texture coordinate system when scaling, rotating and/or moving the texture U, V.</p>
38  <table>
39    <thead>
40      <tr>
41        <th class="thumb">Item, Value and Value</th>
42        <th class="thumb">Display Result</th>
43        <th class="thumb">Description</th>
44      </tr>
45    </thead>
46    <tbody>
47      <tr>
48        <th class="thumb">Scale</th>
49        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_maya_si_scale.png" alt="Maya and Softimage Scale"/></td>
50        <td>Scales the bottom left of the image to the center.<br /></td>
51      </tr>
52      <tr>
53        <th class="thumb">Rotation</th>
54        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_maya_max_rotate.png" alt="Maya and 3dsMax Rotation"/></td>
55        <td>Rotates the exact center of the image clockwise around the center.</td>
56      </tr>
57      <tr>
58        <th class="thumb">Jump</th>
59        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_maya_translate_u.png" alt="Maya Movement"/></td>
60        <td>Moves along the top, bottom, left, and right of the image.</td>
61      </tr>
62    </tbody>
63  </table>
64  <h4>Softimage Texture Coordinate System</h4>
65  <p>The method of calculating texture coordinates is the same as with <em>Softimage</em>.</p>
66  <p>The table below gives the properties of the Softimage texture coordinate system when scaling, rotating and/or moving the texture U, V.</p>
67  <table>
68    <thead>
69      <tr>
70        <th class="thumb">Item and Value</th>
71        <th class="thumb">Display Result</th>
72        <th class="thumb">Description</th>
73      </tr>
74    </thead>
75    <tbody>
76      <tr>
77        <th class="thumb">Scale</th>
78        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_maya_si_scale.png" alt="Maya and Softimage Scale"/></td>
79        <td>Scales the bottom left of the image to the center.</td>
80      </tr>
81      <tr>
82        <th class="thumb">Rotation</th>
83        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_Softimage_rotate.png" alt="Softimage Rotation"/></td>
84        <td>Rotates the bottom left of the image counterclockwise around the center.</td>
85      </tr>
86      <tr>
87        <th class="thumb">Jump</th>
88        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_Softimage_translate_u.png" alt="Softimage Movement"/></td>
89        <td>Moves up, down, left, and right.</td>
90      </tr>
91    </tbody>
92  </table>
93  <h4>3ds Max Texture Coordinate System</h4>
94  <p>The method of calculating texture coordinates is the same as with 3ds Max.</p>
95  <p>The table below gives the properties of the 3ds Max texture coordinate system when scaling, rotating and/or moving the texture U, V.</p>
96  <table>
97    <thead>
98      <tr>
99        <th class="thumb">Item and Value</th>
100        <th class="thumb">Display Result</th>
101        <th class="thumb">Description</th>
102      </tr>
103    </thead>
104    <tbody>
105      <tr>
106        <th class="thumb">Scale</th>
107        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_max_scale.png" alt="3dsMax Scale"/></td>
108        <td>Scales the exact center of the image to the center.</td>
109      </tr>
110      <tr>
111        <th class="thumb">Rotation</th>
112        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_maya_max_rotate.png" alt="Maya and 3dsMax Rotation"/></td>
113        <td>Rotates the exact center of the image clockwise around the center.</td>
114      </tr>
115      <tr>
116        <th class="thumb">Jump</th>
117        <td class="thumb"><img class="thumb" src="assets/uv_coordinate_max_translate_u.png" alt="3dsMax Movement"/></td>
118        <td>Moves up, down, left, and right.</td>
119      </tr>
120    </tbody>
121  </table>
122  <p class="hint">This is the only coordinate system that can scale and rotate around the texture center.</p>
123  <h2>Texture Tiling</h2>
124  <p>This section describes <em>tiling methods</em> that can be repeatedly applied to a texture using the following texture as an example.</p>
125  <img class="user_guide_chart" src="assets/uv_coordinate_smpltex.png" alt="サンプルテクスチャ"/><!-- #BeginLibraryItem "/Library/glossary_tiling.lbi" --> <!-- タイリング ( tiling ) -->
126  <p>Texture <I>tiling</I> refers to an operation done on the edges of images during scaling, rotation, or translation or a texture's U and V coordinates in the texture coordinate system. CreativeStudio provides four tiling methods.</p>
127  <p class="hint">These tiling methods can be specified independently for the texture's horizontal and vertical axes.</p>
128  <!-- #EndLibraryItem --> <a name="repeat" id="repeat"></a>
129  <h3>Repeat</h3>
130  <p>Repeat repeats the texture.</p>
131  <p>The following figure is an example in which tiling has been performed in the vertical and horizontal directions using <em>Repeat</em>.</p>
132  <img class="user_guide_chart" src="assets/uv_coordinate_repeat.png" alt="リピート"/> <a name="mirror" id="mirror"></a>
133  <h3>Mirror</h3>
134  <p>Mirror inverts the texture and repeats.</p>
135  <p>The following figure is an example in which tiling has been performed in the vertical and horizontal directions using <em>Mirror</em>.</p>
136  <img class="user_guide_chart" src="assets/uv_coordinate_mirror.png" alt="Mirror"/>
137  <h3>Clamp</h3>
138  <p>Clamp extends the color at the edge of a texture.</p>
139  <p>The following figure is an example in which tiling has been performed in the vertical and horizontal directions using <em>Clamp</em>.</p>
140  <img class="user_guide_chart" src="assets/uv_coordinate_clamp.png" alt="Clamp"/>
141  <h3>Clamp borders</h3>
142  <p>Clamp borders fills the region outside the texture area with the specified border color.</p>
143  <p>The following figure is an example in which tiling has been performed in the vertical and horizontal directions using <em>Clamp borders</em>.</p>
144  <img class="user_guide_chart" src="assets/uv_coordinate_clampborder.png" alt="Clamp borders"/>
145  <h3>Differences in View Based on the Coordinate System</h3>
146  <p>This section describes the <em>differences in view</em> based on the coordinate system used for scale and rotate when using the <em>Mirror tiling method</em>.</p>
147  <p>This description is based on the following example in which a circle is created by using the <em>Mirror</em> tiling method on the bottom left 1/4 texture with the texture coordinate scale values set to <em>2 for both the U and V directions</em>.</p>
148  <img class="user_guide_chart" src="assets/uv_coordinate_mirrorsmpl.png" alt="Sample Texture for Mirroring"/>
149  <p class="hint">The mirror tiling method allows you to create images with high general-purpose usability, such as circles, using the bottom left 1/4 of the texture image.<br /> This is highly effective in reducing texture memory.</p>
150  <h4>Maya and Softimage Texture Coordinate Systems</h4>
151  <p>When using the Maya and Softimage texture coordinate systems, the circle is displayed in the range from 0.0 to 1.0 for both U and V as shown in the following figure.</p>
152  <img class="user_guide_chart" src="assets/uv_coordinate_mirror_masi.png" alt="Maya and Softimage Mirror Settings"/>
153  <h4>3ds Max Texture Coordinate System</h4>
154  <p>When using the Maya and Softimage texture coordinate systems, the circle is displayed in a location offset from the range from 0.0 to 1.0 for both U and V as shown in the following figure.</p>
155  <img class="user_guide_chart" src="assets/uv_coordinate_mirror_max.png" alt="3DMax Mirror Settings"/>
156  <p>As shown in the following figure, it is possible to fit both U and V in the range from 0.0 to 1.0 by moving the texture coordinates by the amount the circle was offset.</p>
157  <img class="user_guide_chart" src="assets/uv_coordinate_maxoffset.png" alt="Correcting 3DMax Mirror Settings"/>
158  <p class="warning"> With both Maya and 3dsMax, the number of repetitions due to tiling grows as the texture scale is increased.<br /> With Softimage, the number of repetitions grows as the texture scale is decreased.<br /> Softimage Export plug-ins match data to be output with Maya or 3dsMax to make data easier to handle when using CreativeStudio.</p>
159  <!-- InstanceEndEditable --> </div>
160  <div class="footer" />
161</div>
162<hr><p>CONFIDENTIAL</p></body>
163<!-- InstanceEnd --></html>
164