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 "texture mapping." 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