pfash
11-12-2003, 01:08 PM
Hi All,
I understand there is advantage in performance from keeping texture size as small as possible (and power of 2). Tiling textures is a good solution for covering large areas while still using smaller textures.
Sometimes a large area that includes a tiled texture needs an overlaying texture that provides some unifying image/color. Like my project that needs a 'molding' that runs along the top and bottom of a wall of bricks. (Created in Lightwave6.5, the bricks are displayed by using a 256 X 256 brick texture tiled across the shader and the molding is a 256 X 256 texture and alpha mask that stretches over the whole shader.)
This requires layered textures, however and Shockwave does not support the use of layered textures (layered textures applied in a 3d modeling program, that is).
So as a workaround at first I applied the secondary molding texture (from the above example) in Director after my model was loaded into the world..using lingo. This looked good but on at least one card I got a weird skewing of the walls texture (which was resolved as soon as I took off the secondary 'molding' texture. That texture was a photoshop document with transparency and I heard that some cards don't do well with this.)
So now I am left with what the Lightwave Shockwave Exporter calls a 'solution' to the problem (of Director's inability to show layered textures): "...any surface channels that use layered textures must be flattened and turned into a single texture by using LightWave's surface baker."
I tried this several times and the result is a blurry surface image:
http://www.mentoringnetwork.org/bakedTextures
So I am back to square one I think. Am I missing something? How do others solve this problem?
Thanks much,
Paul
I understand there is advantage in performance from keeping texture size as small as possible (and power of 2). Tiling textures is a good solution for covering large areas while still using smaller textures.
Sometimes a large area that includes a tiled texture needs an overlaying texture that provides some unifying image/color. Like my project that needs a 'molding' that runs along the top and bottom of a wall of bricks. (Created in Lightwave6.5, the bricks are displayed by using a 256 X 256 brick texture tiled across the shader and the molding is a 256 X 256 texture and alpha mask that stretches over the whole shader.)
This requires layered textures, however and Shockwave does not support the use of layered textures (layered textures applied in a 3d modeling program, that is).
So as a workaround at first I applied the secondary molding texture (from the above example) in Director after my model was loaded into the world..using lingo. This looked good but on at least one card I got a weird skewing of the walls texture (which was resolved as soon as I took off the secondary 'molding' texture. That texture was a photoshop document with transparency and I heard that some cards don't do well with this.)
So now I am left with what the Lightwave Shockwave Exporter calls a 'solution' to the problem (of Director's inability to show layered textures): "...any surface channels that use layered textures must be flattened and turned into a single texture by using LightWave's surface baker."
I tried this several times and the result is a blurry surface image:
http://www.mentoringnetwork.org/bakedTextures
So I am back to square one I think. Am I missing something? How do others solve this problem?
Thanks much,
Paul