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Let's see Texturer. Here, I linked all eight 10x10x10 cubes to the Texturer. Then, applied the map to the Texturer.

Texturer shows all groups which linked to it as if it were a one-piece model consists of all its child groups. It's very handy when you want to map a group of models seamlessly. For the previous sample, you can use this cool plugin instead of preparing 20x20x20 master cube model.


You can move, rotate, scale the Texturer maintaining its mapping. But if you move its child groups, texture won't be moved. The map would stick to the original position. See the figure. Moved cube got out of original mapping space. Since "Mirror" is selected for tiling option in this example, moved cube would be rendered just like this mirror status.


With tiling option set to "None", this out-of-mapping-space is obvious.


This behavior looks like World Coordinate checkbox found in mapping window's Alignment tab. But with Texturer, the map sticks to its local coordinate, not world's. Position 0 means Texturer's center point, while with World Coordinate feature, 0 means exact 0 position in the World space (also, you have to take account of model's Parent Offset value, I believe).

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