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Now let's take a look at how to use image maps as part of a texture. Now I have a very simple chair here in my viewport and we have a basic material applied. Let's go ahead and add in a texture. So I am going to go over here to my Texture panel here at the little checkerboard, and you will see that I have no textures in the scene at the moment. So let's go ahead and hit the New button. You will see that by default it brings in this procedural texture. Now this is not what we want; we want an image.
So I am going to go ahead and click on this and scroll up until I find the entry that says Image or Movie, and let go. And you will see that, well, its dark. Well that's simply because we haven't loaded the image yet, but we can find that under this file browser here. Under Image, I am going to hit Open. Fabric_Dots is the name of it in the Chap07 folder, and hit Open Image. So this is just a polka-dotted fabric pattern. So if I want to see this on my material, I can. You can see how I've got my polka dots and they're applied to my object.
But they look a little stretched. In fact, let's go ahead and do a quick render here. And you can see that I am getting that same stretching on my object. Now this actually brings up one of the fundamental concepts of image mapping. We have a 2D image. We have a flat image that only has X and Y coordinates. But we have a 3D model. So we need to map this 2D image to the 3D model. In other words, we kind of have to gift- wrap our flat paper on to this object to make sure that all the textures apply.
Now we do that using Mapping. Now in our Texture panel, we should have a Mapping rollout here. And this has a number of options. The one that we want to focus on right now is called Coordinates. By default, it's set to Generated, which are basically just Blender-generated coordinates for the default objects. But we really don't want that; we want more specific mapping. Now this chair has already been mapped and to use the mapping that's baked into the object, we select UV Mapping. And this is probably what you will use most of the time.
Now you can see when I selected that that my sphere stops streaking, and I have the texture applied little bit more rationally here. And if I render this, you can see how the mapping that's already baked into the chair takes effect and now I get a pretty good application of that texture. Now once we have this, you will say, well, I also want to see this in the viewport. Well we do have a textured option in our viewport shading, and let's go ahead and take a look at that.
And we will instantly see that, well, we have a little bit of a quirk here. This actually brings up one of the quirks of Blender. The image used in the viewport shading does not have to be the same one in the material; in fact, they are separate. So this is really because I can actually have multiple textures in a material and Blender doesn't really know which one to choose. I mean I could have a texture for the color, I could have one for the transparency, one for bump mapping.
So Blender doesn't know which one to show in that viewport. So we have to tell it. We can do that by using the UV Editor. The easiest way to get to this is to just use one of the standard layouts, so I am going to click here and scroll down until we get UV editing. And what this does is it just brings up a standard layout here where we've got the UV/Image Editor on the left side and then just a standard viewport on the right. Now, in this viewport I am going to go ahead turn on the texture even though we are not going to see it--we will see it pop up once we get this fixed.
What we have to do is we have to select the faces of this object and then apply that image to them. So in order to get to the faces, I need to go into Edit mode. I can hit Tab or select it from here. Now notice how as soon as I hit this, all of those polygons show up in this UV image viewport. But I want to make sure that I get into Face mode, so I am just going to go ahead and click here, or you can do Ctrl+Tab to make sure you are in Face mode.
And then I want to make sure that I have everything selected, so I am going to go ahead and hit A. And once I've done that then all I have to do is apply that image to those objects. So I am just going to go here, over into my UV Image Editor, and you'll see along the bottom I have an entry here called Image. Click on that. Hit Open Image. And I'm going to select the same fabric dots that I had before. And once I do that, you can see how now it shows up in the viewport.
So all I have to do is hit Tab, and there it is, and then when I render, it looks to same. Now we still have a bit of a disconnect because this image here is not necessarily the image that we render. So let's go through this process again and just load a different image so I can show you how that works. I am going to go into my perspective viewport, hit Tab, and make sure that all of my faces are selected. Then over here, since I already have an image selected, I can just change it here. So I am going to go under Image, select this little file browser, and this time I am going to select a different image. I have one out there called CardboardBox that we can use.
And when I do that notice how that image changes. So if I hit Tab, you'll see that well now I've got this image on my chair, but that's only for the viewport. If I hit F12, you will see that it's still rendering my materials, and that's because, if I go over to my default here, you'll see that I still have that as my texture selected here. So just be aware that the texture that you have in your viewport may not match the one you have in your materials, and if that's the case, then make sure you select all the faces in your object and apply the proper texture.
So to refresh, in order to add a bitmapped texture you need to load it in the Texture panel and then make sure that your Mapping Coordinates are set to UV. In order for the bitmap to show up in the viewport, you need to go into the UV Editor, select all the faces in the object, and then load the image onto those faces.
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