The W in UVW



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/06/2007 at 07:39, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:    
    Platform:   Windows  ;   
    Language(s) :   C.O.F.F.E.E  ;

    ---------
    me again :)
    simple question, hopefully with a simple answer: What is the third part of the texture-coordinates for? Im speaking of the data obtained from the UVWtag...



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/06/2007 at 07:46, xxxxxxxx wrote:

    same as XYZ, programmers decided to call texture coords UVW to avoid confusion when reffering to coords.
    on a model XYZ or a texture UVW.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/06/2007 at 07:52, xxxxxxxx wrote:

    The W is a third component that is used pin 3D shaders, as it is done with the stick texture tag for instance.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/06/2007 at 08:02, xxxxxxxx wrote:

    well okay... I never used 3D shaders (not a good idea in game/realtime grphics anyway, I think^^), so I will just go on ignoring them :)
    thanks



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/06/2007 at 08:37, xxxxxxxx wrote:

    As Matthias notes, the W is not just a convenience but a real part of the UVW 'space'. Most of the time we deal only with the UV 'plane', but it is possible for texturing to have a third component and is used most especially with volumetric shaders.


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