6.12.5 Morphing Texture Maps and Materials
If you are already familiar with REAL 3D texture mapping, you know that
textures are mapped on objects by using mapping primitives like
rectangles and cylinders. Because the mappings are just ordinary
primitives in the object hierarchy, they can be animated just like any
other objects. You can define all kinds of transformations for mappings
using all available methods, and morphing is not an exception. However,
there is one difference between morphing and other methods. Morphing
does not only change the shapes of mapping primitives, but properties
of materials referred by the mappings too! In other words, if a target
object for a morphing method is a mapping, also the material associated
with the target mapping is morphed, using materials associated with the
corresponding key frame mappings as "key materials".
Let s practice this a bit by creating an animation where some material
properties are morphed.
1. Create three materials named as "result", "color" and "bump", each
having for example a wooden texture map. We are going to use the
last two as keys for defining the material properties for the "result".
Set Bump height to zero for the "color" and to maximum for the "bump"
so you can see the difference when result material is interpolated
through the key materials. Set the Color and Bump gadgets for
the "result".
2. Create a sphere.
3. Create a level at the same level with the sphere and rename it as
"mappings". Use the function Modify/Properties/Attributes and set
the "Mapping" gadget.
The object now consists of one sphere and one level which will be used
for defining materials for the sphere. (Remember the philosophy: a
moving car consist of a car shape and the motion; a wooden sphere
consists of a sphere and wood). By setting the Mapping flag for the
level, you instruct REAL 3D to look inside the level to seek possible
material references.
4. Make the level object the current level and create one mapping
primitive inside it by selecting the function Create/Mapping/Parallel;
use the material "result". This means that the texture associated
with the result material will be projected over the sphere using
parallel mapping.
5. Create a MORPHING method to the same level with the previous
mapping.
6. Create two parallel mappings under the MORPHING method. Use the
material "color" with the first mapping and "bump" with the second.
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