RePosition a Texture without moving the UV island

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Christopher

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May 22, 2013, 3:23:39 PM5/22/13
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How can I reposition a texture map without moving the UV island to
position it. Looking for a node and I know it has to exist :)

::Christopher

Orlando Esponda

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May 22, 2013, 5:20:45 PM5/22/13
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You don't need any extra node: Image > Advanced Tab > UV Remap
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Christopher

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May 22, 2013, 5:43:19 PM5/22/13
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The UV remap expands or shrink a texture image, I want to essentially add another level to adjust the UV coordinates, not modify the existing texture map which is what UV Remap does.  I know this is not what I want because I gave it a test run before asking the question and once again for clarity when you told me to use UV Remap.

If I move my UV map, I jeopardize my other Texture Map, or Vise Versa causing I never ending loop of the same problem. If I can add a second layer, leaving the UV island exactly where it is in the TE and manipulate a specific texture map in the position I want, then I'd have the control I want, otherwise the UV Remap is repositioning the Image Map, without actually moving the UV island.

::Christopher

Orlando Esponda

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May 22, 2013, 7:08:48 PM5/22/13
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UV Remap does exactly what you described in your first mail, and also can be used to stretch or compress a texture. If you want an extran node you can use Edit UV in the rendertree BUT is not really needed in this case.



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Christopher

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May 22, 2013, 8:20:14 PM5/22/13
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Where the image is on the left is where I want the "H" on the right to appear without moving the UV island. With UV Remap you moved the island to the next UV space (0-2 something like that) then you remapped, that isn't working in my case.
::Christopher

 

Vladimir Jankijevic

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May 22, 2013, 8:37:24 PM5/22/13
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If i was you, I would try to write a shader which does that :|

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Christopher

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May 22, 2013, 9:22:41 PM5/22/13
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I don't have shader knowledge <big sigh> Maybe ICE can do it, it can work with 2D <deep thought>.

::Christopher

Orlando Esponda

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May 22, 2013, 10:00:09 PM5/22/13
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Well, as Vladimir says (LOL), a shader might help here, also ICE,


but again, why don't do it the easy way?  Last try here...



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Christopher

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May 22, 2013, 11:41:49 PM5/22/13
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I tried both method, the results are, well, disappointing to say the least.  My solution is simply to move the texture image in Ps to where I want it placed on the UV template.  My whole point was to eliminate the process of having to load Ps to do this, either that or an ICE/shader solution.

::Christopher

Raffaele Fragapane

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May 22, 2013, 11:53:26 PM5/22/13
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If all you are applying is a 2D offset, that is EXACTLY what you can do the way people have specified, and as it's done in the image node, it can be done per image channel without requiring a change in image OR UVs, as it affects their pairing.

This comes across as you not having quite tried hard enough before dismissing, honestly. Give it another shot.
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Raffaele Fragapane

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May 22, 2013, 11:54:54 PM5/22/13
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If all you are applying is a 2D offset, that is EXACTLY what you can do the way people have specified, and as it's done in the image node, it can be done per image channel without requiring a change in image OR UVs, as it affects their pairing.

This comes across as you not having quite tried hard enough before dismissing, honestly. Give it another shot.

Christopher

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May 23, 2013, 9:51:49 AM5/23/13
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I've spend more then :20 minutes on this.  I changed the Remap X & Y (Min and Max) from negative values to positive values, when my values are extreme negative the texture image is not visible on the object, when I keep it at (4) for (Min & Max) it's visible on the object but only a small part because it's only occupying a small part on the UV map as seen in the image I posted in one of my message.  I'm not doubting you Raffaele or anyone else who replied, don't take me the wrong way :-) I'm just having one heck of a time with this to make it work, I'm going to resort to aligning the map in Ps on the UV template <sigh> Thanks to everyone, I appreciated it :)

::Christopher

Orlando Esponda

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May 23, 2013, 10:21:23 AM5/23/13
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Just for the record Christopher, if you don't want any image distortion, but want to offset how the texture is placed on the UV, you need to keep a distance of 1 between Min and Max values. How many pixels are you offsetting the uv will depend on the resolution of the image.  so if your image is 2048x2048 and put for instance Min -0.1 Max 0.9 in U, you will be actually offsetting the placement 204.8 pixels to the left, or in other words, you're offsetting 10% of the image to the left. Of course you can do it to the right as well by adding instead or subtracting. But remember to do it proportionally: if you add/subtract x to the Min value, you MUST do the same to the Max value to avoid image distortion.

I guess the problem is you don't understand how UV Remap works, but with this explanation you should not have any issue.


Christian Keller

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May 23, 2013, 10:30:11 AM5/23/13
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maybe you should try it with anothe piece of software like maya or max !
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Christopher

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May 23, 2013, 7:35:47 PM5/23/13
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Minor mess up on my part, it's cleared up now, thanks :)

::Christopher

Martin

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May 25, 2013, 10:06:00 AM5/25/13
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I haven't used UV Remap very much so I gave it a try and I think I had the same results that Christopher had.

When I use remap to change the UV position outside the 0,1 coordinates, the tiling part of the texture doesn't render.
It's black, just like when you have Wrap UV disabled and the UV outside 0,1.

Wrap doesn't seem to solve the problem in remap.

Is this a normal behavior?

M.Yara
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