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How to map a UV- texture onto a primitive using a simple function graph.  .......By aktati           
Open your world into which you want to place the primitive, for this example we'll use a sphere. Click on the sphere icon to highlight it then click and drag the pointer in the view window.....to any size you like.
Make your primitive
Click on the (m) of the sphere material icon on the sidepanel to bring up the mat editor. Click at the top disc icon and choose 'new material'. Click once more on the (m) of the displacement mat. to bring up the kickstand on the right.
Click on the diffuse semicircle to choose function.

You then click in the semicicle icon of the diffuse button to choose function (see above).This brings the function graph editor to the fore. Clicking on the disc icon in the center brings up a menu......choose 'new node'

Click on 'add node'
The create node editor has a category menu on the left, clicking on 'leaf nodes' brings up the list of nodes.Choose UV- txt position.
A new node appears in the function graph window.Click at the top again to create a node and choose utilities as a category.
Choose utilities--bitmap
In the nodes list choose 'bitmap'. You then have a graph with 3 nodes visible.....drag them to space them out as shown.
function graph.
Dragging with your mouse from the little triangle under the uv-position node draws a thin yellow conection ....drop it over the bitmap node as shown and it will connect and turn black. Keep trying if it doesn't connect at first it sticks eventually!
Do the same with the 2 triangles between the lower 2 nodes.
Click on the bitmap node to select it.

Highlight the bitmap node by clicking once on it , it turns red and a kickstand opens on the right.
Click on the disc icon, seen just to the right of my blue mark in the image above. This opens a window to allow you to choose an image file on your hard disc to map onto the sphere (1024by 512 fits well).
You can find nice earth maps etc. on the web, as you know.

The name of the file appears in the space as shown and you are done, close all the editors and position your sphere as you wish.Adjust the specularity so as not to have too broad a highlight on the primitive, a very high value will make it a barely visible pinpoint which can look better.
You can save your bitmaps as a 'material' in your mjw library as long as you always keep mjw aware of where the bitmap is, if you move it at all. .......mjw will ask you for it!
I'll just add that by using the' bitmap heightfield' node in the same way, you can put a DEM or Stds. file or a bmp. pattern into your scene....the higher the resolution .... the better the result ! ( but, of course, with a much larger file size )....!
Final result -not too far away from the planet surface or the texture is obscured.
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