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    The W in UVW

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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...

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      • H Offline
        Helper
        last edited by

        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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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.

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        • H Offline
          Helper
          last edited by

          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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

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          • H Offline
            Helper
            last edited by

            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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

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            • H Offline
              Helper
              last edited by

              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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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