Generating continuous texture coordinates
Hi, I am thinking about writing my own LSystem plant generator.
As for trees I wonder how to generate continuos texture coordinates so there are no seems between the branches and the stam. The bark texture shall be seamless as a precondition of course
Any idea?
Uuummm I'm unsure about how you're going to do an L-System (interesting read, thanks for turning me on to this! Have you seen Planta?)
My guess is:
How you derive the texture coordinates is entirely dependant on however you generate the mesh. If, for example, you have one trunk that has one branch split off of it, then the V coordinate of the UV is the scaled down ratio of where the branch is on the trunk. U would similarly depend on the branch's position in relation to it's intersection with the trunk.
My guess is:
How you derive the texture coordinates is entirely dependant on however you generate the mesh. If, for example, you have one trunk that has one branch split off of it, then the V coordinate of the UV is the scaled down ratio of where the branch is on the trunk. U would similarly depend on the branch's position in relation to it's intersection with the trunk.
Well, the obvious continuous space would be the xyz positions of your vertices - no seams, guaranteed.
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