Coordinates are spelled out in terms of U, V, and W. U is the horizontal dimension, V is
the vertical dimension, and Wis the optional depth. All primitives have mapping coordinates,
including our sphere. That doesn??™t necessarily mean the image will wrap itself correctly,
although it works fine for our Pool Ball exercise (imagine that!). Merely having the mapping
coordinates only means the map will show up. In order to edit the mapping coordinates, you
need to use the Coordinate rollout. You will learn more about mapping coordinates later in
the chapter.
The Material/Map Navigator is a floating dialog you can use to navigate through your
material and maps. This is very useful for complex materials that use a lot of maps. It is a
very simple dialog: The blue sphere represents the material and its main parameters and the
parallelogram is for the bitmap. The parallelogram is green by default and red when Show
Map in Viewport has been activated. Click the entry you need to show in the Material
Editor to edit its contents.
6. Now render the ball to check the map??™s appearance. With your Perspective viewport
active, click the Quick Render icon (the teapot). Figure 7.42 shows the pool ball with
the mapping.
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