Syntopia
Texture Mapping in Structure Synth / SunFlow
An example of applying textures to Structure Synth -> SunFlow output.
You will have to modify the Structure Synth export templates to use the desired texture, e.g.:
shader {
name "shader05"
type phong
texture "texture.png"
spec { "sRGB nonlinear" 1.0 1.0 1.0 } 50
samples 4
}
(Notice Phong shading requires a light to be present in the scene)
In order to apply the texture you also need to assign UV (texture) coordinates to the polygons making up the standard box. Modify the existing box definition to the following:
object {
shader none
transform col 0.001 0 0 0 0 0.001 0 0 0 0 0.001 0 0 0 0 1
type generic-mesh
name "Box"
points 8
1 1 1
1 0 1
0 0 1
0 1 1
0 1 0
0 0 0
1 0 0
1 1 0
triangles 12
0 3 2
0 2 1
2 3 4
2 4 5
3 0 7
3 7 4
0 1 6
0 6 7
1 2 5
1 5 6
5 4 7
5 7 6
normals none
uvs facevarying
1 1 0 1 0 0
1 1 0 0 1 0
0 0 1 0 1 1
0 0 1 1 0 1
0 0 1 0 1 1
0 0 1 1 0 1
1 0 0 0 0 1
1 0 0 1 1 1
1 0 0 0 0 1
1 0 0 1 1 1
0 0 0 1 1 1
0 0 1 1 1 0
}
For the shader above, the texture image is repeated on each face of the box. If you want finer control over the orientation and position of the textures, you have to modify the UV coords above.
Texture Mapping in Structure Synth / SunFlow
An example of applying textures to Structure Synth -> SunFlow output.
You will have to modify the Structure Synth export templates to use the desired texture, e.g.:
shader {
name "shader05"
type phong
texture "texture.png"
spec { "sRGB nonlinear" 1.0 1.0 1.0 } 50
samples 4
}
(Notice Phong shading requires a light to be present in the scene)
In order to apply the texture you also need to assign UV (texture) coordinates to the polygons making up the standard box. Modify the existing box definition to the following:
object {
shader none
transform col 0.001 0 0 0 0 0.001 0 0 0 0 0.001 0 0 0 0 1
type generic-mesh
name "Box"
points 8
1 1 1
1 0 1
0 0 1
0 1 1
0 1 0
0 0 0
1 0 0
1 1 0
triangles 12
0 3 2
0 2 1
2 3 4
2 4 5
3 0 7
3 7 4
0 1 6
0 6 7
1 2 5
1 5 6
5 4 7
5 7 6
normals none
uvs facevarying
1 1 0 1 0 0
1 1 0 0 1 0
0 0 1 0 1 1
0 0 1 1 0 1
0 0 1 0 1 1
0 0 1 1 0 1
1 0 0 0 0 1
1 0 0 1 1 1
1 0 0 0 0 1
1 0 0 1 1 1
0 0 0 1 1 1
0 0 1 1 1 0
}
For the shader above, the texture image is repeated on each face of the box. If you want finer control over the orientation and position of the textures, you have to modify the UV coords above.