But it's easy to manipulate it in this view, 'cause I know I want to encompass the top of the coffee cup.
You can see it is in fact a cube, if we look in the perspective view. So I'll click on that and if I go into on my orthographic views, I can see a box around my object. So this is where the texture mode comes into play. I'll try cubic and although that is looking better, I feel like the scale of this isn't quite right. So, I want to use a different projection mode for this. So, we crop our foam texture and we'll drop it on top of the coffee, and it's not mapping correctly. It looks a little bit flat at the moment. And we're just adding a bit more to this. In this example, we want to put some foam on the top of this coffee cup. Now, it might be less intuitive to manipulate the numbers here, and so we can use another mode for that. And now when we render, that's looking good. And then of course changing the length, something like 64 seems to work, and then of course, we're still not facing us, so we need to come in and change the heading rotation, something like 89, 90 is just about fine.
So for that we need to change the offset values and so we can start to manipulate this and adjust it to where we feel it's starting to fit. But what if you can't rotate? Well, we can change the projection to something a bit more meaningful to this type of object, something like cylindrical, but that stretches our material and it doesn't solve the problem that we have. A couple of ways of solving this would be to first, maybe rotate the object, so if we rotate that around about 90 degrees, that solves the issue. Now, it's not facing us which is a problem. So, if we just turn that to off, now we'll be able to see our material and we can start to work with it here. Yes, we can see it in the renderer, but it's a bit confusing not being able to see it in the viewport, so why is that? If you come over to the basic tab, it's because we are using a color, and it's overriding the material. We apply it to our label geometry and nothing happens if we show our interactive render region ALT R.
So what we need to do is we have a label material already set up and you can come in and take a look at this in your own time. We're going to apply a label material to the label geometry. Taking the scene where we created the transparent materials.