How do I turn on my TV?

DDCreateDDCreate Posts: 1,398

So here's a question for all your whiz kids out there!

I have a Television prop I'd like to be "ON" in my scene. I have quite a few TV props actually but I want to use this one beacuse it's an older style and the picture is a flashback to earlier days. The problem is, the screen doesn't have a map I can edit. It's just a color. Now, I figure I can get by by just putting a primitive plane in front of it but I thought I'd ask here and see if there might be a better method. Has anyone else tried this?

Thanks for the help!

Comments

  • zombietaggerungzombietaggerung Posts: 3,725

    if the screen has a surface, I'd make it emissive. then you might be able to pop an image file on the screen surface and it should show and emit light. if that makes sense.

  • Catherine3678abCatherine3678ab Posts: 8,336

    Which television prop is this?

    For some files one can make a new uvset and thus make a nice screen for it.

  • DDCreateDDCreate Posts: 1,398

    It's the TV from this set. https://www.daz3d.com/i13-classroom-environment

    Does the whole "make a new UV Set" apply to this one? I'm curious what that means and how you do it. As I mentioned, I have a lot of TV's and some have editable maps and some don't. Also, some other maps I'd like to edit don't too. Could be a handy trick to know.

  • Catherine3678abCatherine3678ab Posts: 8,336
    edited August 2020

    Not a set I own yet so can't check the item.

    Yes making a new uvset is a very handy thing to know about.

    In a nutshell, select the television and send it over the bridge to Hexagon.

    In Hexagon select the surface for the screen. Do NOT tell Hexagon to make new uvmaps {you'll likely get a big mess then}. Put Hexagon to show 2 viewing panels, one will be for the mesh, the other for the UV maps it has. On the UVMAP side, rearrange [it's 2D] the area to cover as much turf as possible. Then EXPORT out an .obj file.

    In D/S with the television selected, Edit > Object > Geometry > Load UV set. Browse to and select that new .obj file. Give it a sensible name. Then over on the Surface Tab you can select the new uvset. Do NOT save any new mat presets BEFORE saving the new uvset. File > Save As > Support Asset  > UV asset(s). Select ONLY the one that you just made.

    For more information I did make a little tutorial on the topic: https://www.daz3d.com/forums/discussion/comment/5714596/#Comment_5714596

    ...........

    UVmaps made from rearranging existing maps are not redistributable [unless the model was your own creation of course]. IF you remake a UV map completely from scratch, then one can redistribute the D/S data file for the new uvset [same idea as for when making morphs].

    Post edited by Catherine3678ab on
  • SevrinSevrin Posts: 6,306

     

    Not a set I own yet so can't check the item.

    Yes making a new uvset is a very handy thing to know about.

    In a nutshell, select the television and send it over the bridge to Hexagon.

    In Hexagon select the surface for the screen. Do NOT tell Hexagon to make new uvmaps {you'll likely get a big mess then}. Put Hexagon to show 2 viewing panels, one will be for the mesh, the other for the UV maps it has. On the UVMAP side, rearrange [it's 2D] the area to cover as much turf as possible. Then EXPORT out an .obj file.

    In D/S with the television selected, Edit > Object > Geometry > Load UV set. Browse to and select that new .obj file. Give it a sensible name. Then over on the Surface Tab you can select the new uvset. Do NOT save any new mat presets BEFORE saving the new uvset. File > Save As > Support Asset  > UV asset(s). Select ONLY the one that you just made.

    For more information I did make a little tutorial on the topic: https://www.daz3d.com/forums/discussion/comment/5714596/#Comment_5714596

    ...........

    UVmaps made from rearranging existing maps are not redistributable [unless the model was your own creation of course]. IF you remake a UV map completely from scratch, then one can redistribute the D/S data file for the new uvset [same idea as for when making morphs].

    Or you could...

    • Select the TV.   In the Surfaces tab, the screen is the Default material zone.   
    • Change the Base Colour to white and apply whatever image you like in the map field.  Then do the same thing in the Emission Colour field.   
    • Leaving the Luminance at the default should be okay, but you can increase or decrease it depending on how it looks in your preview.
    • Note: This is just some image I picked, and the top got cut off because the aspect ratio wasn't correct.  You'll have to play around with it to get what you want to appear correctly on the screen.
    Annotation 2020-08-12 232603.jpg
    1080 x 629 - 129K
    Annotation 2020-08-12 232612.jpg
    1069 x 597 - 111K
  • Oh good it looks to be decently uvmapped. Adjusting the tiling might help.

    That image reminds me of the 'olden days' when the pictures used to flip horizontally on the T.V.s.

  • SevrinSevrin Posts: 6,306

    Oh good it looks to be decently uvmapped. Adjusting the tiling might help.

    That image reminds me of the 'olden days' when the pictures used to flip horizontally on the T.V.s.

    Right!  Adjusting the tiling in Geometry would be easier than adjusting the image.  Ironman13 stuff is generally pretty well put together as far as UVs go.

  • DDCreateDDCreate Posts: 1,398

    Hi Sevrin,

    That's the technique I was using but ran into the same problem as you. The picture didn't fit. How do you adjust tiling? I don't know what that means either :P

  • Tiling: Horizontal and Vertical dials are found on the Surfaces Panel.

  • ChezjuanChezjuan Posts: 515
    edited August 2020

    Tiling: Horizontal and Vertical dials are found on the Surfaces Panel.

    They are in the geometry section of the panel.

    You may also need to adjust the vertical and horizontal offset for the final render. I have found that sometimes I get an image to display correctly in the texture shaded view, but when I render in Iray the offset is wrong. I usually just move my perspective view up to center the monitor screen, then set the aux viewport to NVIDIA Iray and get it properly centered.

    tiling.jpg
    705 x 417 - 52K
    Post edited by Chezjuan on
  • DDCreateDDCreate Posts: 1,398
    edited August 2020

    Awesome! Thanks for the info! That worked out great! Just opened up a bunch of possibilities for computer monitors and hanging pictures too! Always amazes me when I find out some part of this program that I didn't even know existed!

    Post edited by DDCreate on
Sign In or Register to comment.