Spherical UV Mapping?

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Bischofftep
Posts: 37
Joined: Thu Feb 06, 2003 11:01 pm
Location: Richmond, VA
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Spherical UV Mapping?

Postby Bischofftep » Fri Feb 28, 2003 9:45 pm

Hello, all:

Just wondering where "Spherical UV Mapping" went in 2.25-2.26?

Is it really not useful, or did it just get axed?

Anyone have any idea?

-Bischofftep

crazy
Posts: 1
Joined: Thu Mar 06, 2003 6:23 am

Postby crazy » Thu Mar 06, 2003 6:25 am

Actually, I already mentioned it to the programmers just a few weeks ago. The option should be back in the next release. :wink:

The reason i wanted it back was so that i could properly UV texture a sphere before exporting it to Yafray

Jamesk
Posts: 239
Joined: Mon Oct 14, 2002 8:15 am
Location: Sweden

Postby Jamesk » Thu Mar 06, 2003 4:06 pm

A few versions back there was a really weird bug in the spherical uv calculation... I guess it was easier to kill it temporarily =)

VelikM
Posts: 80
Joined: Mon Oct 14, 2002 4:18 am

Postby VelikM » Tue Apr 08, 2003 7:48 pm

Spherical UV mapping is in:
blender/source/blender/src/editface.c :
You can add it back in by adding:
MENUSTRING("Spherical map", UV_SPHERE_MAPPING)
to the:
mode= pupmenu(MENUTITLE("UV Calculation")
section.
The case for spherical is combined with the cylinder mapping:
case UV_SPHERE_MAPPING:
case UV_CYL_MAPPING:
and uses if else statements to determine which function to call. It does give so so results but is better that trying to use the other mapping methods to apply a texture to a sphere.
For the adventurous, the code for spherical mapping is in:
source/blender/blenkernel/intern/texture.c:
spheremap(float x, float y, float z, float *adr1, float *adr2)


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