mapping textures for projection

hi all

i am very new to touchdesigner and i was wondering if someone were able to tell me the kinds of places i should be researching in if i wanted to play around with accurately mapping a 2d texture on a 3d model?

i am doing this at the moment:

movie in:phong:geometry:render:null

with a texture top on the ahead of the SOP in the geo comp.

its very basic and i don’t seem to have as much control over the way the image maps over the box SOP as i thought i would. the place i am playing around in is parameters for the texture TOP.

is this the correct place or are there other parameters i can play with to alter the way the image wraps onto the box?

i have attached the file for you to inspect any feedback would be appreciated.

best wishes
jamil

i have attached my file for you to seetouchquestion.zip (6.52 KB)

Besides from what your doing, you can also disable the texture SOP and set the box SOPs “Texture Coordinates” mode to “Face”. Or you sequence multiple texture SOPs and have them work on seperate primitives by entering the prim number (or group) into the group Field of the texture SOP. You can also split the geometry into seperate Geo COMPs, or you manually set/edit the uv coordinates via the point SOP or by converting it to DATs, set the attributes, and then convert back to to SOPs.

hi achim thanks so much for the prompt reply your first suggestion worked well. i will research the other ways to try and accomplish more precise mapping control.

how do i sequence multiple textures SOPs? and what do you mean by split the geometry?

thanks again i hope the questions aren’t too painful but this app has a headache of a learning curve on it not to mention a vernacular that sets it apart from the rest.
jamil

split the geometry means you create several branches of delete SOPs, where in each delete SOP you delete all expect one primitive. Then you feed each of the delete SOPs into a geometry COMP, assign the uvs and shaders …

to sequence multiple texture SOP, just create a bunch of them and wire them in one long chain. Then you enter the primitive number of the primitive you want to texture in each texture SOPs group parameter …

hi achim

i must have done something wrong but inside the GEO comp I added a box SOP, then strung 6 texture SOPs to it. i then assigned a primitive number to each group from 0-5,i then added a null at the end.

how do i specify an individual texture to say group 0, i ask this because the texture I have at the moment is up one level and is a movie in object applied as a phong mat to the GEO comp. i can’t see how i apply it to the particular group name so that i can control each facet of my geometry.

thanks jamil

i have attached the file for you to view if you have time
proj_map2.3.toe (6.88 KB)

you have to split the geometry into 6 geo objects, i.e. using 6 delete SOP branches to keep just a single side of the cube and then wire each side into it_'s own geo COMP and assign your MATs …

Or you keep it like it is now and combine your 6 textures into a single image. To test this, try loading the boxmap.tif file from the touch designer install directory and apply it to your default cube.