NextPreviousHomeInterior mapping tutorial

Jeep35 | 5 years ago | 13 comments | 1 like | 1.6K views

Dani likes this!

I think that we all need a quick tutorial on how to use the interiormap effect. What we see is not perfect. Personnaly I can't adjust the windowing of a building (even as 3D model) with the edges of the building. Are there sizes or ratios that we need to respect either for the building or for the windows texture. When I can adjust the the windows of the front face of the building with the edges, the sides are not adjusted, ...

A simple step by step would be appreciated.
Thank you Michiel

Jean-Pierre




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The interiormap effect is magical, but maybe not as magical as you think.

The effect uses the texture coordinates for the position, orientation and size of the interiors.

So if your 3D model does not have texture coordinates, the effect won't work.

And if the texture coordinates are not evenly distributed from top left to bottom right, it will look wrong. BixPack 33 comes with a test texture: Models/Windows10.png. When you apply this texture to your model without an effect and you don't see a pattern of equally sized squares, the model won't work well with the interiormap effect.

The following effect properties adjust the way the texture coordinates are used.
-the FX ROOM SIZE prop makes the interiors bigger/smaller
-the 1st slider of the FX ROTATION prop rotates the interiors
-the 2nd slider of the FX ROTATION prop mirrors the interiors

Some models, but not all, can be fixed with those props.

michiel, 5 years ago


Very useful info Michiel..thank you..

Dani, 5 years ago


Michiel, I think most BT users will not work with this effect because it's too complex and needs extra knowledge and extra 3D sotftware. I spent 2 days with 3D models built with various software and I'm not convinced. Even using letters doesn't work perfectly. Your Bixpack is interesting but I didn't learn much more while digging in the layers organization and parameters.
It's a pity because BT 14.6 was mostly promoted around the interior mapping and the results are not convincing unless I missed important things.

Jeep35, 5 years ago


What don't you understand, what do you think you're missing?
I believe we should answer that question first before we write about all the properties and what they do.
BluffTitler doesn't have a explanation of all effects page because it is written underneath the effect itself for the Interior map :

This effect turns a plane into a skyscraper façade.

Set the size of the rooms in UV coordinates with the FX ROOM SIZE prop.

The interior is mapped with the 1st texture. Set the number of interiors with the FX INTERIORS IN TEXTURE prop.

If the 2nd slider is 0, the texture must contain horizontal strips of 6 2D squares: front/window/silhouettes, right, back, left, ceiling and floor. The front must have transparent parts to see the other walls. For example, enter (6,0) for 6 interiors (36 walls).

If the 2nd slider is 1 or higher, the texture must contain 3D views of square rooms without a front. For example, enter (4,4) for 16 interiors.

The orientation of the interiors depends on the UV coordinates. Use the FX ROTATION prop to modify this. Set the 2nd slider to 1 if the UV coordinates run from right to left. Set the 3rd slider to 1 to use the tangents in the model.

For sketch layers, set the FX ROTATION prop to (1,1,1). For text layers, use (0,0,1).

That is a lot of information but I am very happy with this effect, is it perfect NO is it fast YES!
And there are several shows already posted this week by others and by yourself but there is a reason why in the Bixpack they use 3d models instead of text, eps and pictures because of the uniformity like equal dimensions.

outerspace-software.com...

komies, 5 years ago


I think the interiormap effect works very well, because it was born with a specific purpose.

Franco Aversa, 5 years ago


Thank you Komies for your usual time you spend to explain to others.
It's a little more clear for me. My difficulties must be due to the use of 3D models that are not quite proper for this exercise !
When I use the models of the bixpack it's OK with mine it's not, then ..... here is the problem.

I need a more clear explanation about FX Interiors in texture. According to the texture we use only one slider (ex. 6,0) or 2 sliders (ex. 4,4). I think I understand one slider case but in which case do we use 2 sliders ?

I'll come back with tests and screen captures

Thank you again Komies
Jean-Pierre

Jeep35, 5 years ago




There are two different approaches to making a room with the Interior mapping effect.

Texture Type 1:


This example texture contains 6 rooms made out of 6 walls.
These 6 walls make a cube and to look into that cube the front wall is made transparent and that is why the texture is in a transparent PNG format.
To make it more fun you can place a person or object in the front wall as long the remainder of that wall is transparent to look inside the cube and this gives a even more parallax effect.

This texture type is easier to make and/or change to make it your own.
With the "FX Interiors in texture" property you set it for this example to 1st slider 6 and leave the second slider on 0. (6x0=6 Interiors)
This way the effect knows on what type of texture it is and acts accordingly.

Look in the link some great examples from LostBoyz and how he uses the "FX Room Depth, Wall Depth, Silhouette Depth" to move the ghost.

outerspace-software.com...

komies, 5 years ago


Texture Type 2:


This example texture contains 16 rooms (4x4)
In this texture the walls and furniture have already a tunnel or corridor perspective that is intruded according to the "FX Room Depth"
And therefore has NO Transparant Front Wall

This texture is far more difficult to make and is not used in the Bixpack 33.
This Example texture was made by Christopher Harper for the Forza Horizon4 Game and each room was made in a 3D Application to place the walls and furniture into that perspective.
With the "FX Interiors in texture" property you set it for this example to 1st slider 4 and set the second slider on 4. (4x4=16 Interiors)

This gives it by far the best results and I am happy that this Texture type is supported even if it is more difficult to make.

I hope this helps you to understand the differences and I look forward of seeing your creations.

cdnb.artstation.com...

komies, 5 years ago


Komies you are the best.

Without these explanations, I suppose many of us were disappointed as it was not evident.
Now it's clear !

Jeep35, 5 years ago


Realize that creating a "Type 2" texture is super simple if you happen to have a square room: take a photo!

michiel, 5 years ago


Yes, but to find 8 or more similar in perspective and furniture sizes more difficult.

But prove me wrong and find 16 ? for us to use.?

Most interior photo's aren't straight and often have windows on the side or back.

And taking photo's of 16 different interiors my mind goes to IKEA.

This weekend I'm going to test another way to make these kind of textures faster and free.

komies, 5 years ago


Komies you are right. Maybe we can find an empty room and decorate it and put furniture in it 16 tiimes. There must be a better way!

Filip, 5 years ago

Thank you Komies, Michiel and you all for sharing your skill. Your explanation are very clear.
Babe34

Babe34, 5 years ago

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