Map a texture to a torus

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty margin-bottom:0;







up vote
5
down vote

favorite
1












In my latest render for Instagram I ran into a mapping problem. As a referece, this is the image:



enter image description here



The black and white striped bridge basically is half a torus with two cylinders attached to it. I couldn't immediately think of a way to unwrap it properly to get the procedural brick pattern flowing correctly. So what I did was create a cylinder, calculate the length of the bend, subdivided the part that should be bent and added a bend modifier to only those vertices.



But the transition from torus to cylinder on both sides is not completely smooth. So the next time I run into the same situation, I would like to use half a torus and extrude the ends on both sides. But how can I unwrap this shape properly so that the brick pattern is mapped just like in the render above? Or is there another way to approach this?










share|improve this question





























    up vote
    5
    down vote

    favorite
    1












    In my latest render for Instagram I ran into a mapping problem. As a referece, this is the image:



    enter image description here



    The black and white striped bridge basically is half a torus with two cylinders attached to it. I couldn't immediately think of a way to unwrap it properly to get the procedural brick pattern flowing correctly. So what I did was create a cylinder, calculate the length of the bend, subdivided the part that should be bent and added a bend modifier to only those vertices.



    But the transition from torus to cylinder on both sides is not completely smooth. So the next time I run into the same situation, I would like to use half a torus and extrude the ends on both sides. But how can I unwrap this shape properly so that the brick pattern is mapped just like in the render above? Or is there another way to approach this?










    share|improve this question

























      up vote
      5
      down vote

      favorite
      1









      up vote
      5
      down vote

      favorite
      1






      1





      In my latest render for Instagram I ran into a mapping problem. As a referece, this is the image:



      enter image description here



      The black and white striped bridge basically is half a torus with two cylinders attached to it. I couldn't immediately think of a way to unwrap it properly to get the procedural brick pattern flowing correctly. So what I did was create a cylinder, calculate the length of the bend, subdivided the part that should be bent and added a bend modifier to only those vertices.



      But the transition from torus to cylinder on both sides is not completely smooth. So the next time I run into the same situation, I would like to use half a torus and extrude the ends on both sides. But how can I unwrap this shape properly so that the brick pattern is mapped just like in the render above? Or is there another way to approach this?










      share|improve this question















      In my latest render for Instagram I ran into a mapping problem. As a referece, this is the image:



      enter image description here



      The black and white striped bridge basically is half a torus with two cylinders attached to it. I couldn't immediately think of a way to unwrap it properly to get the procedural brick pattern flowing correctly. So what I did was create a cylinder, calculate the length of the bend, subdivided the part that should be bent and added a bend modifier to only those vertices.



      But the transition from torus to cylinder on both sides is not completely smooth. So the next time I run into the same situation, I would like to use half a torus and extrude the ends on both sides. But how can I unwrap this shape properly so that the brick pattern is mapped just like in the render above? Or is there another way to approach this?







      uv procedural texture-coordinates






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Sep 9 at 18:05

























      asked Sep 9 at 17:44









      wout

      448414




      448414




















          1 Answer
          1






          active

          oldest

          votes

















          up vote
          4
          down vote



          accepted










          A more procedural workflow suggests the use of Splines to create the shape. Moreover, Spline UV maps can be used to create the pattern you are looking for. First, model the spline and give it a full depth as follows:



          Modeling



          Then enable Use UV For Mapping and utilize the modulo operator to create the pattern you are after. The value nodes control the number of lines along the spline and radially while the less than values control the depth of the lines:



          Node Tree






          share|improve this answer




















          • Thanks Omar, that’s exactly what I was looking for. More and better even, because my first go-to place was a bevelled spline, but I wasn’t aware of the UV mapping feature. So that’s a bonus. :) Thanks again!
            – wout
            Sep 9 at 19:43











          Your Answer




          StackExchange.ifUsing("editor", function ()
          return StackExchange.using("mathjaxEditing", function ()
          StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
          StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
          );
          );
          , "mathjax-editing");

          StackExchange.ready(function()
          var channelOptions =
          tags: "".split(" "),
          id: "502"
          ;
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function()
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled)
          StackExchange.using("snippets", function()
          createEditor();
          );

          else
          createEditor();

          );

          function createEditor()
          StackExchange.prepareEditor(
          heartbeatType: 'answer',
          convertImagesToLinks: false,
          noModals: false,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: null,
          bindNavPrevention: true,
          postfix: "",
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          );



          );













           

          draft saved


          draft discarded


















          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f118016%2fmap-a-texture-to-a-torus%23new-answer', 'question_page');

          );

          Post as a guest






























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes








          up vote
          4
          down vote



          accepted










          A more procedural workflow suggests the use of Splines to create the shape. Moreover, Spline UV maps can be used to create the pattern you are looking for. First, model the spline and give it a full depth as follows:



          Modeling



          Then enable Use UV For Mapping and utilize the modulo operator to create the pattern you are after. The value nodes control the number of lines along the spline and radially while the less than values control the depth of the lines:



          Node Tree






          share|improve this answer




















          • Thanks Omar, that’s exactly what I was looking for. More and better even, because my first go-to place was a bevelled spline, but I wasn’t aware of the UV mapping feature. So that’s a bonus. :) Thanks again!
            – wout
            Sep 9 at 19:43















          up vote
          4
          down vote



          accepted










          A more procedural workflow suggests the use of Splines to create the shape. Moreover, Spline UV maps can be used to create the pattern you are looking for. First, model the spline and give it a full depth as follows:



          Modeling



          Then enable Use UV For Mapping and utilize the modulo operator to create the pattern you are after. The value nodes control the number of lines along the spline and radially while the less than values control the depth of the lines:



          Node Tree






          share|improve this answer




















          • Thanks Omar, that’s exactly what I was looking for. More and better even, because my first go-to place was a bevelled spline, but I wasn’t aware of the UV mapping feature. So that’s a bonus. :) Thanks again!
            – wout
            Sep 9 at 19:43













          up vote
          4
          down vote



          accepted







          up vote
          4
          down vote



          accepted






          A more procedural workflow suggests the use of Splines to create the shape. Moreover, Spline UV maps can be used to create the pattern you are looking for. First, model the spline and give it a full depth as follows:



          Modeling



          Then enable Use UV For Mapping and utilize the modulo operator to create the pattern you are after. The value nodes control the number of lines along the spline and radially while the less than values control the depth of the lines:



          Node Tree






          share|improve this answer












          A more procedural workflow suggests the use of Splines to create the shape. Moreover, Spline UV maps can be used to create the pattern you are looking for. First, model the spline and give it a full depth as follows:



          Modeling



          Then enable Use UV For Mapping and utilize the modulo operator to create the pattern you are after. The value nodes control the number of lines along the spline and radially while the less than values control the depth of the lines:



          Node Tree







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Sep 9 at 19:27









          Omar Ahmad

          11.2k22555




          11.2k22555











          • Thanks Omar, that’s exactly what I was looking for. More and better even, because my first go-to place was a bevelled spline, but I wasn’t aware of the UV mapping feature. So that’s a bonus. :) Thanks again!
            – wout
            Sep 9 at 19:43

















          • Thanks Omar, that’s exactly what I was looking for. More and better even, because my first go-to place was a bevelled spline, but I wasn’t aware of the UV mapping feature. So that’s a bonus. :) Thanks again!
            – wout
            Sep 9 at 19:43
















          Thanks Omar, that’s exactly what I was looking for. More and better even, because my first go-to place was a bevelled spline, but I wasn’t aware of the UV mapping feature. So that’s a bonus. :) Thanks again!
          – wout
          Sep 9 at 19:43





          Thanks Omar, that’s exactly what I was looking for. More and better even, because my first go-to place was a bevelled spline, but I wasn’t aware of the UV mapping feature. So that’s a bonus. :) Thanks again!
          – wout
          Sep 9 at 19:43


















           

          draft saved


          draft discarded















































           


          draft saved


          draft discarded














          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f118016%2fmap-a-texture-to-a-torus%23new-answer', 'question_page');

          );

          Post as a guest













































































          Comments

          Popular posts from this blog

          What does second last employer means? [closed]

          List of Gilmore Girls characters

          Confectionery