[Paraview] Use existing texture map for 3D surface

Eric E. Monson emonson at cs.duke.edu
Wed Apr 21 09:26:06 EDT 2010


Hey Olumide,

Well, you may be getting out of my shallow understanding of texturing polygons... Is it only the vertices at the interfaces between those surfaces that have multiple texture coordinates? Am I understanding correctly from the image that you have a single texture that gets mapped to the entire structure as shown on black-background right-hand side of the image?

When you export your model, is it possible to export each of those six pieces which I see disconnected on the right as a separate entity? If you can, then you can represent the entire geometry as a "multi-block" data set, which is kind of like a bunch of grouped pieces, each of them in this case being a polydata mesh. Then, each of these six pieces can have it's own set of texture coordinates and it doesn't matter if they spatially overlap at the interfaces. Then, when you apply the texture to the multi-block data, it will get mapped correctly onto each of the parts.

(You can see what I mean by creating a Sphere Source and applying Texture Map to Sphere. Then create a Plane source and Texture Map to Plane. Then, highlight both texture map filters in the pipeline browser and do Group Datasets. Now when you apply a texture to that grouped "multi-block" data set it all gets distributed correctly even if they overlap strangely.)

As I said, though, you may be getting out of my depth with the topic. :)
-Eric


On Apr 20, 2010, at 8:30 PM, Olumide wrote:

> Erm ... it appears I spoke in haste ...
> 
> The some of the vertices of the objects I'm trying to texture have more than one texture coordinates. For example, refer to the right part of the screenshot (not mine): http://tinyurl.com/y3sqtbt
> 
> You will see that vertices in the midline of the face gave two texture coordinates, while most of the others have just one.
> 
> As such a per-face texture mapping will be required. And, from what I see of the example written out by Paraview, the one-vertex one-texture coordinate approach will not work in this case.
> 
> What do you advise?
> 
> Thanks,
> 
> - Olumide
> 
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