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Background's bitmap position/orientation

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  • #16
    Re: Background's bitmap position/orientation

    Originally posted by dalomar
    For cubic mappings, I don't know 100% but its an "either/or" type of deal, so here we go. The main thing to pay attention to is the center of the cross, as that determines where all the other squares go. If you're standing at the origin, that center square is either in the positive Y (I'd put my money on that one) or in the positive X direction (but I'm covering my ass). Once you know where that first square lies, then the rest are easy. The one above the center square is above you and the one below the center square is below you. The one to the left of the center square is to the left (where ever that ends up) and the one to the right is (as you guessed it) to the right. The "odd square out" (which should be on the bottom in order to work correctly with V-Ray) is behind you.
    Thanks Dalomar, I am already able to use it.

    Anyway, know whats fun?

    Your explanation about backgrounds on the other thread said that the CON of cubic skies is that a large part of the bitmap is not used, thus, it wastes memory for no reason at all.

    But that only happens in the CROSS PATTERN!! As you can see in the link I posted above for the skies I downloaded, the so called DDS pattern has no wasted areas on the bitmap, since each of the 6 faces of the cube are side by side.

    Although I was able to download a photoshop plugin to transform DDS Cubic skies into Cross Cubic Skies, I wonder if it wouldnt be nice for VRAY SU to add the option for DDS Cubic Skies, so to avoid memory wasting!

    thanks

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