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takuhiro
PostPosted: Fri Oct 15, 2010 6:25 am    Post subject: Rotation H effect bug Reply with quote



Joined: 02 Dec 2009
Posts: 29

Why does not rotation H become effective when 0 is set in rotation V ?
If it sets the value of 0 or more in rotation V, the effect becomes effective.

Even if what numerical value is set in rotation H when 0 is set in rotation V, it doesn't become effective.
When 0.01 was set in rotation H by way of experiment, HH became effective.

Is this a bug?
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takuhiro
PostPosted: Fri Oct 15, 2010 6:47 am    Post subject: Reply with quote



Joined: 02 Dec 2009
Posts: 29

Grome2 version is 02.00.36 - 64bit Customized.
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ALicu
PostPosted: Sat Oct 16, 2010 7:29 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

That is not an error and it is caused by the way rotations are done. Basically you can think of these as rotations of the texture projection plane. This texture plane starts horizontally (on XZ with Y as up).

Vertical rotation is the rotation (around X axis) to bring this plane from the horizontal position to a vertical one (the plane starts to rotate around the X axis and becomes visible from OZ direction, too). You can experiment this by putting a masked texture layer with some pictogram and try to increment the rotation values little by little. You can use the spinner of the V and H controls.

Horizontal rotation is always around the transformed Z rotation. If you don't have a vertical rotation, this transformation is never applied.

So basically the two rotations are to bring the texture plane up (vertical rotation, with 90 meaning full up) and then around (horizontal rotation). Even the ranges of the rotation suggest this: vertical is between -90 and 90 while horizontal between 0 and 360. So for example to have the texture projected from Z axis you rotate with 90 degrees vertically (on X axis). Now the texture is brought up to face Z axis. Then you can rotate horizontally (which is around the Z plane) and have an effect. So for example if you rotate with V: 90 and H: 90 you have the plane first facing Z and then rotated (around Y now) to actually face X. That is why to have a completely warped vertical texturing you need 2 layers, one with 0 - 90 rotation and one with 90 - 90. So they face from both OX and OZ (in both directions).

Also there is the spinning, which is always around texture local OY axis (the up of the texture) to allow you to "spin" the texture as seen from its projection plane.

If you think about it these are the most intuitive ways to texture from any planar projection. You can spin the texture, then you can make it face a horizontal position and then you can rotate it more to indicate from what horizontal direction to be seen. But of course the most common cases are:
- perfectly horizontal: no spin, no V no H
- vertical facing Z: V90 H0
- vertical facing X: V90 H90

Regards,
Adrian L.
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