texturing a cube with seamless tile

davesodaveso Posts: 6,454
edited February 2019 in The Commons

I have been messing around with trying to skin a cube with a seamless tile ... see image. 
Note how the top does not match the sides. The sides seem to be seamless ..the top not. Is it possible to have the seamless carry over on all sides? 

cue seamless.png
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Post edited by daveso on

Comments

  • well it is but not using just any texture

    rather a texture that is mapped to it

    I have spherically mapped cubes to take 360 photos but even that not good you get distortion

    however you can get a 360 image remapped to fit a box mapped cube beautifully

    that is one way to do it, use a program for creating skyboxes like panorama tools

    the other way is 3D painting

  • davesodaveso Posts: 6,454

    well it is but not using just any texture

    rather a texture that is mapped to it

    I have spherically mapped cubes to take 360 photos but even that not good you get distortion

    however you can get a 360 image remapped to fit a box mapped cube beautifully

    that is one way to do it, use a program for creating skyboxes like panorama tools

    the other way is 3D painting

    so like breaking down the cube flat ... and then applying the texture? as in UV mapping. And Carrara can do this? 

  • daveso said:

    well it is but not using just any texture

    rather a texture that is mapped to it

    I have spherically mapped cubes to take 360 photos but even that not good you get distortion

    however you can get a 360 image remapped to fit a box mapped cube beautifully

    that is one way to do it, use a program for creating skyboxes like panorama tools

    the other way is 3D painting

    so like breaking down the cube flat ... and then applying the texture? as in UV mapping. And Carrara can do this? 

    not well no

    a dedicated UV mapping program could but I would honestly not go the spherical route myself

    rather convert the texture to a cubemap

    I am trying to find something I can actually link thats noncommercial

  • WendyLuvsCatzWendyLuvsCatz Posts: 37,877
    edited February 2019

    https://docs.unrealengine.com/en-us/Engine/Content/Types/Textures/Cubemaps/CreatingCubemaps

    dunno if that helps

    I have an old qtvr program that does it I think no longer has a free version

    pano2VR

    Post edited by WendyLuvsCatz on
  • Oso3DOso3D Posts: 14,890

    Well, there's always procedural stuff like my shaders. ;)

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 37,877
    edited February 2019

    if its a truely seamless texture another way is to simply flatmap each side of your cube to overlap the others

    I had a quick go in my favourite UV mapper

    https://www.daz3d.com/forums/uploads/FileUpload/72/621661f423584485f86c3dfe3bc477.zip

    free to redistribute modify sell on secondlife use in porn (the mind boggles) whatever

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    a cube with matching sides for textures.zip
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  • Oso3DOso3D Posts: 14,890
    Bone Marrow Cube.jpg
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  • WendyLuvsCatzWendyLuvsCatz Posts: 37,877
    edited February 2019

    I made one also using deformation on a sphere

    so it;s really a sphere LOL

    https://www.daz3d.com/forums/uploads/FileUpload/83/2fbb0c774f6d2e407145a817d6ab3f.zip

    mmm the UV mapping seems to have changed on export

    this is rather odd

     

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  • You can also adjust the tiling - if you set Horizontal Tles to 3 and Vertical Tiles to 2 each face of the cube will have the complete map applied, which will then join seamlessly if it's set correctly (all edges match - some will match horizontal to horizontal adn vertical to vertical but not horizontal to vertical).

  • davesodaveso Posts: 6,454
    edited February 2019

    You can also adjust the tiling - if you set Horizontal Tles to 3 and Vertical Tiles to 2 each face of the cube will have the complete map applied, which will then join seamlessly if it's set correctly (all edges match - some will match horizontal to horizontal adn vertical to vertical but not horizontal to vertical).

    wow..thanks..yes... now, it's a square..why 3:2 ? i need to ponder this a bit smiley

    cue seamless2.png
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    Post edited by daveso on
  • davesodaveso Posts: 6,454
    Oso3D said:

    Well, there's always procedural stuff like my shaders. ;)

     

    indecision yes, but then I wouldn;t learn what I have today ... I was messing with PSP and came up with what I've done so far... its not for anything but the little ping ping that goes on in my head laugh
    what cool designs, whatever can i churn out? 

  • davesodaveso Posts: 6,454

    I used to do renders in Bryce by placing the camera inside a sphere or cube .. and if you applied certain shaders/materials, some wild stuff would come out of it ... maybe I'm ovrerly bored or something

  • Sven DullahSven Dullah Posts: 7,621
    daveso said:

    I used to do renders in Bryce by placing the camera inside a sphere or cube .. and if you applied certain shaders/materials, some wild stuff would come out of it ... maybe I'm ovrerly bored or something

    You got my attention now:)

  • daveso said:

    You can also adjust the tiling - if you set Horizontal Tles to 3 and Vertical Tiles to 2 each face of the cube will have the complete map applied, which will then join seamlessly if it's set correctly (all edges match - some will match horizontal to horizontal adn vertical to vertical but not horizontal to vertical).

    wow..thanks..yes... now, it's a square..why 3:2 ? i need to ponder this a bit smiley

    3 by 2 because that's the way the cube is mapped, two rows of three faces on the UV grid.

  • davesodaveso Posts: 6,454

    ah ... simple enough :) 

    Thanks everyone for the help./

     

  • I really was over thinking it and I knew the DAZ studio primitive cube had a 3x2 UV layout too

    thought this was a more complex issue with cubes in general and untiled textures 

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