@babyloner, in the example you show the image is placed through a combination of UV coordinates and how the texture is authored. In the case of the image on the skateboard, the image size is the same high as the rest of the texture set. This means that the image, which is a smaller height than the fill image can be placed anywhere within the texture and it will take that position on the deck.
This is the same concept as what you are doing with the dynamic texture where you are adding a smaller image inside a dynamic texture. This approach is sub-optimal from the standpoint of memory as the image on the deck has a lot of unused pixels that still need to be downloaded and stored in memory. But in the case of the deck, may be a necessary tradeoff if some versions of the image applied use more of the deck surface. In this case, I believe the end product was not customizable by the user beyond choosing the artwork on the deck so custom placement was not needed. Additionally, having a template for the entire âartboardâ of the deck does streamline the art pipeline as the art team can use a single template for that deck to create whatever art they need.
In your case, since you have a specific area you are working with, you will need to use your UVs to define the area for the graphics you want to apply. And because images are far better than words, I quickly threw together an example. Letâs say you have a metal tumbler that you want to use as a product and there is a specific imprint area you have to work with.
You will need a metal material to show what the tumbler looks like, so you need to UV the sides with a tiling texture so there is no seam. One approach is that you need multiple UV sets to maximize texel density to handle the tiling side walls and the bottom of the tumbler/inside walls separately. Maybe you need an anisotropic pattern on the bottoms for example. You start by UVing your side walls in one UV set and end up with a layout like this which will allow tiling.
Then create a second UV set for the bottom of the inside and outside with UVs like this:
Then you will create a third UV set just for the imprint area. This will have to be translated from the specifications of the imprint area and you will need to place edges along the perimeter of the imprint area so you can UV the exact area.
Once you have all of the UV sets ready, you can assemble your texture by assigning the correct UV set in the UV block of your node material. There is a drop down in the parameters of the block and it can support up to six UV sets.
This approach will allow you to use the dynamic texture and assign it to the texture block that is being fed the UV set that contains your imprint area. The proportions of your imprint area need to also be taken into account as the dynamic texture will just fill the 0-1 space, so you will want to multiply of of your UV components by the ratio of the imprint area to make sure there is no distortion.
I have been working on documentation for UVing for Babylon.js this week and I should have something up in the next few days which should help you here. But let me know if you have any specific questions about the process.