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UV advice: spherical mapping #104497
12/30/06 22:51
12/30/06 22:51
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
hi all,

i am stuck with this, really. my goal is to create a good-looking uv set of a sphere for planets and asteroids.

approcahes so far:
*wings3d: spherical mapping does not work properly, i have to cut the mesh along edges, and then remap with the "spherical unwrap"-tool. produces 2 poles.
*c4d: spherical mapping produces poles, cubic mapping 12 seam edges.
*blender: see c4d.

so i am obviously doing something wrongly.

Re: UV advice: spherical mapping [Re: broozar] #104498
12/31/06 01:38
12/31/06 01:38
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Joined: Mar 2006
Posts: 752
Portugal
Well, the programs you mentioned i only work with blender but i have not much experience with it yet. However, i believe you want a mercator mapping type UV, like this
I think you will need to manually change the mapping projection of the sphere in the UV/Image Editor after doing a "Sphere From View" UV calculation (UV/face select -> UKey) in Blender.

Hope it helps in some way.

Re: UV advice: spherical mapping [Re: broozar] #104499
01/02/07 06:56
01/02/07 06:56
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Mapping spheres is the great mystery of cartographic projection that has never been solved. The problem is that there is no way to map a flat image onto a sphere without distortion.

However, you can come close.

type one:

In a modeling program make a cube that is highly tesselated on a regular grid on each side. Then make six texture that tile perfectly on a cube, like a skybox, and map them to the 6 cube faces. Then you must find a way to make that tesselated cube into a sphere. it can be done simply in 3DSMax using the spherify modifier; other packages may have similar filters. And viola, near-perfect sphere mapping.

Type 2:
If that dosent suit your needs, you can try using two paraboloid type mappings, one for each half of a sphere.

Imagine a standard planar mapping of a sphere, where only the top third or so is reasonably distoriotn free. The edges and middle are of course stretched. So in your mapping method, simply strech the vertecies on the outside outward, to make a sort of paraboloid or squashed hemisphere.


Sphere Engine--the premier A6 graphics plugin.
Re: UV advice: spherical mapping [Re: Matt_Aufderheide] #104500
01/02/07 08:53
01/02/07 08:53
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Joined: Jun 2005
Posts: 4,875
thanks, i will try type one (geosphere method), as the 2-halves-method (type2) looked awkward to me.


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