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Author Topic: Taper modifier distorts textures incorrectly  (Read 8615 times)

selden

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Taper modifier distorts textures incorrectly
« on: May 31, 2009, 06:13:25 pm »

Problem:

When a taper modifier is applied to a 16 sided cylinder, the texture
which had been applied to the cylinder is distorted on the result. The squares drawn in the texture are stretched irregularly.

The texture's coordinates should be stretched linearly, just as the
points in the model are.

I tried cutting the cylinder's facets to provide more xyz coordinates
for the texture to be "anchored" to, but that made no difference
whatsoever.


The attached zip file includes a model which has a cylinder before being tapered and the results afterward. I've also included a text file describing how to reproduce the problem.

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Selden

jdonzae

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Re: Taper modifier distorts textures incorrectly
« Reply #1 on: May 31, 2009, 10:43:33 pm »

i don't know what's exactly going on, but cant you just re-uv map it?
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selden

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Re: Taper modifier distorts textures incorrectly
« Reply #2 on: June 01, 2009, 07:21:44 am »

jdonzae,

I've been fighting with the UV mapping for days. I have a high-poly version that looks OK (its polygons correspond to the squares of the texture), but I had hoped to use this method to reduce its vertex count. Oh, well.
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Selden

xalener

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Re: Taper modifier distorts textures incorrectly
« Reply #3 on: June 02, 2009, 08:54:20 pm »

It looks like the UV's are conflicting with the fact that all objects are being calculated as triangles. You notice how the distortion ges down each square diagonally? I think it may be unavoidable. There could be a solution... I wouldn't know though.

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Maxfield

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Re: Taper modifier distorts textures incorrectly
« Reply #4 on: June 29, 2009, 03:33:53 pm »

AFAIK this always happens when the polygon gets mapped then squeezed too much. The only workaround is to use a higher-poly mesh where the squeezing is spread over loads of polygons.
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