- If you load the attached object:
You will see that it is a modern picture frame a meter wide by half a meter tall. We're going to put this picture into the frame:
So download them both to your machine.
- In Layout, hit the + (Plus sign) on your numeric keypad, go to Load > Load Object, or just drag and drop the LWO file into the Layout window to load the frame object. Note how the Camera and Light leap back to be able to capture the whole of the frame we have loaded.
- If we open the Surface Editor now (F5), we will see that the object has six surfaces, but the only one we're concerned with for this example is named "frame-image". We won't worry about all the properties we can see for the moment, but double-click the surface name to open the Node Editor.
- You should see something like the above image, but it might not be as neat and tidy. All those red and green dots you see on the left side of the Principled BSDF (PBSDF) node that you can see are entries and we will fill one up now.
- Let's add another node. In the 2D Textures group, double-click on the Image node to add it, then double-click the node to open its interface.
- In the dropdown at the top of the window, where it currently says (none), click (load image) and load that ash_uvgrid image. The frame faces the camera, which means the Z Axis is the right one to map on, but we're seeing nothing in OpenGL or VPR at the moment because although we have loaded the image we want to use, we have not connected the Image node to the Material node. Drag the Color output from the Image node to the Color Input on the PSBDF node, like so:
The image should now be visible in OpenGL and VPR:
- You can now work with your image for it to fit better using the various controls on the Image node.