Is there a fast and easy way to join 2 surfaces so they can share the same tiled texture?
handel_035c4ce6
Posts: 460
in New Users
Is there a fast and easy way to join 2 surfaces so they can share the same tiled texture (the surfaces are in the same plane and share the border edges in a straight line with the same length)?
Comments
Not sure as I never tried but you can define new material zones with DS geometry editor, so maybe you can join existing zones too?
Yes, select one surface with the Geometry Editor tool, either by right-click option or by clicking the + next to the surface in Tool Settings, then right-click in the Viewport>Geometry Assignment>Assign to Surface>and pick the other surface from the list.
However, you could just use copy selected surface, paste to selected surfaces in the Surfaces pane option menu (the lined button in the top corner, or right-click the tab). If that isn't working then it may be an issue with the UVs.
Thanks. I know I can copy and that's why there was my previous question - about the different scalling of the textures - as I want to use the same tiled texture for both and adjusting the scale ls more hassle then just joining them.
Well, if they are diffrent scales that may well be down to the UV mapping. Joining them into one surface will then lock that in place.
I know you work with Blender and I know of a function in the UV/Image Editor menu that is called "Average Island Scale". I'm not exactly shure if it just equals the selected UV island scale or if it compares the UV scale with the 3D mesh dimensions but it does the job.
The function works on all or on selected parts like the surfaces. You may have to readjust the UV islands placement again to aling with the texture border after Average Island Scale but it should give you the same so called "texel density" on both surfaces. With both surfaces selected you can still scale them afterewards to fit them into the UV space at least in one direction depending on the aspect ratio. You get the same scaling on both surfaces, this is ideal for to apply seamless tile textures.
I just did something with seamless tiles, UV maping and setting up shaders this weekend. After a google image search I've downloaded some seamless ceramic tiles texture, loaded it into Allegorithmic Bitmap2Material and generated some shader maps.
Modeling a simple wall in Blender was easy but the UV mapping took some time to make it ready for seamless textures.
In the first screenshot you see I've fitted the main wall surface into the UV space so the height takes up the whole texture. The top and bottom border UVs are sharing all the same UV space and are layed out on top of each other with the beveled edge pointing upwards. I scaled up those UVs to also fill up the UV space in height but they extend the UV space quiet far to the right side. The result is a repeating texture on anything that extends the UV space.
In the second screenshot you see the result with DzDefault Shader rendered in 3DL. All thee surfaces Wall top/bottom and Border share the same simple four by four tiles texture that got only 512x512 pixels. The different colors on the surfaces are setup in the diffuse color channel. The Horizontal/Vertical Tiles on the main wall where set to 4x4 while I set the border tiling to 0.5x0.5.
The good thing is you can hardly distinguish a repeating pattern. But I'm not satisfied with the result yet. Something is wrong with the shader maps the ceramic tiles are much lighter on the seam edges than on the flat surface. I'm not familar with Bitmap2Material yet and these are my first results. Also I made a mistake in the pole UV, on the left vertical edge there is a short ceramic tile, but not on the right.
I've attached the shader maps in case someone find them useful.
By all this explanation I forgot to mention that the easiest you can do in Blender is to use this addon called Magic UV to copy-paste UVs among surfaces. I should have made use of this myself instead of fiddeling around with manual placement and scale all time. Now I see they've updated this addon to version 6. I recommend to download it - had helped me alot in the past.
I guess this addon offers the "fast and easy" solution to stack all simmilar surfaces on top of each other in the UV space so they are all scaled equaly and you can apply seamless tile textures.
GitHub - nutti/Magic-UV: Blender Add-on: Magic UV (Copy/Paste UV)
[Blender Add-on] Magic UV (v5.0) Tutorial - Youtube
Hmmm... I tried to do what Richard wrote earlier and looks like I made it exactly as it was written but nevertheless both surfaces remained separated.
1. I clicked on Geometry Editor from tools menu. A red circle appeared at the cursor
2. Right clicked on one of the surfaces and choosed Geometry Selection > Select Connected
3. The right clicled on the same surface and selected Viewport>Geometry Assignment>Assign to Surface> and picked the other surface from the drop-down list. And nothing happened. Then clicked both times - the selection and the asignment (choose the other surface ofc) - and again nothing happened.
Will do it tomorrow in Blender.
That isn't what I said - Select Connected will recuresively select all polygons that are connected to (share at least one vertex, or possible one edge) with the selected polygons. If the two surfaces are on separate models you can't merge them.
I did it! Yahoo!
Sorry but have to ask more questions about the Geometry selectio tool:
How I can delete only the selected polygons? Either directly or (for example) by transforming it first to a surface?
Right-click viewport Geometry Visibility > Hide Selected Polygons, then right-click Geometry Editing > Delete Hidden Polygons. No need to add the polygons to a Surface Group first.
Damn! I have the feeling the DS documentation is written with english alphabet but on chinese!
To delete, use the right-click menu - first Geometry Visibility>Hide Seelcted, then Geometry Editing>Delete Hidden.
I noticed sometimes there is a red circle and I can select a single face, but sometimes there is no red circle and I can select only through right click which does not have an option for single face selection. Right now I want to turn part of an internal wall into separate surface to make an emission light from it but the single face selecion doesn't work. How I can create new surface from several adjacent polygon?
Also is there a way to transfer only 1-2 icons from Tool Settings - Active Tool dropdown menu to the toolbar?
Are ypou sure there isn't soemthing in the way, and that you have the basic model selected in the Scene?
Only if they have actions listed in the elft-hand part of Window>Workspace>Customise - in which case you can drag them into the desired tool bar in the tab on the right of the dialogue.
You mean the model, part of which is the polygon I want to select?
I saw they all are listed in the right part under the Tools tab but are disactivated. Can I delete all the icons I don't want to appear (for now) and then activate them?
Yes.
If they are there you can just drag them into a tool bar - click the tab on the right fro Tool Bars, expand the one you want, and drag the commands of interest across.