HomeTutorialHow toHow to use Texture Mapping In JWildfire – More exercises

How to use Texture Mapping In JWildfire – More exercises

By Jesus Sosa

Time Needed : 30 minutes

This little tutorial will let you know how to put a raster image to a 3D object as a texture in JavaWildfire You can use this technique with any variation that build a 3D object, by example a obj_mesh_primitive_wf, obj_mesh_wf ,lsystem3D, knots3D, seashell3D, parplot2D_wf, yplot2d_wf, yplot3d_wf, dla3d_wf, sattractor3D, square3D, sphirograph3D, supershape3D, terrain3D. But, also you can use it in many other 2D variations as a way to color fractals with a texture map, you may try variations like brownian_js, circleblur, chrisantemum, pdj, svenssons_js, clifford_js, sunflower, crown_js, lace_js, macmillan, maurer_rose, maurer_lines, nsudoku, gpattern, hadamard_js, recurrenceplot, rhodonea and more.

Download the folders to go with this tutorial here, and extract them onto your computer.

  1. Exercise 2

    Now we are going to try with another variation, “obj_mesh_wf”, Start with the flame generated in exercise 1 and replace T1_Var1 from obj_primitive_wf to obj_mesh_wf, and look for obj_filename the file “icosahedron.obj” in the mesh directory you downloaded, change the texture file to 1006.jpg and scale_x,scale_y equal to 0.1. Render in 3D mode.

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  2. Exercise 3

    Start with the flame generated in exercise 1 and replace T1_Var1 from obj_primitive_wf to seashell3D, change the texture file , scale_x, and scale_y. Render in 3D mode.

    Page5 Image13

  3. Exercise 4

    Start with the flame generated in exercise 1 and replace T1_Var1 from obj_primitive_wf to parplot2d, change the texture file , scale_x, and scale_y. Render in 3D mode.

    Page6 Image14

Visit first part of tutorial here

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