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General => Terragen Discussion => Topic started by: Dubbie on June 10, 2010, 06:50:54 PM

Title: How to offset a spherical texture?
Post by: Dubbie on June 10, 2010, 06:50:54 PM
I have the northern hemisphere only earth map (latlong with the equator along the bottom of the texture image)
I want to apply it to the planet sphere tiled twice with it repeating below the equator. I can't for the life of me figure out how to do this.

I can repeat the texture twice vertically by setting the V size to 0.5 but now I just need to slide it 0.25 in UV space. I tried a texture transform but this seems to work in world space, not UV space.

Any Ideas?

Thanks in advance!

Rhys.
Title: Re: How to offset a spherical texture?
Post by: Dubbie on June 10, 2010, 07:18:16 PM
With a bit more work I have computed 2 scalars (U and V) from the shade point which are the UV coords I want to use. Now I can't figure out how to get them into my image map or onto the earth sphere geometry. Any ideas?
Title: Re: How to offset a spherical texture?
Post by: N810 on June 11, 2010, 09:53:31 AM
Could you just stich together a larger texture with the pattern copied twice.
I guess you could do something like that as a workaround...  ???
Title: Re: How to offset a spherical texture?
Post by: Dubbie on June 11, 2010, 07:35:31 PM
Not enough memory.
I have a workaround now, but I would still like to know how to deal with UV's

Title: Re: How to offset a spherical texture?
Post by: Oshyan on June 19, 2010, 01:45:25 AM
Native, non-planar projections can't be offset that way. You don't have significant control over UVs in general in TG2. The best way to do this is probably to create a sphere in an external 3D app and UV map it as you need in another app, then import into TG2 with the textures mapped properly. TG2 will respect external UV mapping for OBJ objects with a correctly formatted MTL file. You simply can't edit UVs in TG2 itself.

- Oshyan