2.5D texture tearing

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DK
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2.5D texture tearing

Post by DK »

Can anyone help figure this out please? I'm completely stuck and think it might be a bug. I have made a 2.5D skull which I tried to texture with a jpg image. Here is the .anme file and image texture:

http://www.wienertoonz.com/skullbug.zip

As the head rotates, (render a frame at frame 11 and 35), the texture tears away from the skull. I have image stretching enabled but it does not fix the problem.

Anyone?

Cheers
D.K
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heyvern
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Post by heyvern »

Image warping is very different from vector warping especially when using point binding. Binding points doesn't bind that specific image area with the same precision. Images don't have "points". I'm not even sure exactly how the image is "defined" as far as a grid of distortion. If you have points that create "concave" or "convex" shapes that cut into the image area the image can't fit into that shape and it pulls away from the mesh.

So basically extreme point motion will not always keep an image or image texture conformed to the mesh. Additional bones might help but might also effect the points.

Another option would be to use a slightly larger image and mask it with a vector shape. Then the image would still cover areas when it pulls away.

Sorry for the bad news.

-vern
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DK
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Post by DK »

That's ok...Thanks for looking at it for me Vern.

Cheers
D.K
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DK
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Post by DK »

Wow...sythnsin 75 that's amazing that you figured it out. Thanks for the fix. I thought all was lost. I nearly have that wink tut ready to go too. :)

Cheers
D.K
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synthsin75
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Post by synthsin75 »

Let me know if you figure out any better way to hide those texture stretch lines. :D
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heyvern
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Post by heyvern »

False alarm.

Bones have no influence on the texture. Bones push the points but this does not shift the image texture. You have to translate the points to change image texure fill.

THIS is the bug. Moving points with bones should have the same effect on image texture fills as moving points with point translation keys.

-vern
Last edited by heyvern on Sat Dec 06, 2008 6:31 am, edited 1 time in total.
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heyvern
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Post by heyvern »

Like I said I have used a similar technique for gradients with that extra shape. The funny odd thing though was that up until now it never even entered my mind to scale the points to zero. The only time I used it was if the gradient was like say... a large enough shape that I could move the extra bit out of the render view.

I had tried using extra points as part of the gradient shape to change it's center, but since that didn't work I just assumed scaling a closed extra part of the shape wouldn't work either.

We need to put this in the "Tips and Techniques" section. I think I will split this topic into a new one. We still have a bug regarding points moved only by bones for texture fills which should remain here.

-vern
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synthsin75
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Post by synthsin75 »

Yeah this is a very good technique for the tips section. Feel free to copy any of my contribution to the new thread if you like.

And I do think image textures have been a bit buggy from the latest update. I'm just glad we've come up with a good enough solution to make working with them an appealing idea again.

:wink:
chucky
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Post by chucky »

How about a picture to explain the gradient trick?
Some of us have a hard enough time comprehending our own existence let alone gradient miracles. :wink:
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synthsin75
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Post by synthsin75 »

I just posted a gif and .anme file in the 'Tips' thread for this, Chucky.

viewtopic.php?p=66449#66449

:wink:
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