Author Topic: Real World Map Size  (Read 1331 times)

2023-05-28, 04:26:21

smckenzie

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Has anyone figured out how to do this in C4D? I.e. in 3DSMax we can just check the Real World Map size option in the UV Map modifier to make sure the texture scales correctly.

I did raise a post on Cineversity and it sounds like the only option is to make geo to measure against which is a complete time killer. 

Wondering if anyone else has figured this out or are we just stuck to eyeballin' it?

2023-05-28, 14:02:50
Reply #1

James Vella

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Im a max user but I remember doing this in C4D awhile ago. I think its called Project - World System.

Create a box:
1" border="0

Scaled it (looks wrong of course):
2" border="0

Hit projection: World, box 2 (texture scale is consistent with different size box):
3" border="0

UV Mapping options (World System):
4" border="0


2023-05-29, 20:15:48
Reply #2

smckenzie

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Thanks James, I'll take a look!

2023-05-29, 20:56:56
Reply #3

smckenzie

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This doesn't seem to work for me :)

The first image is with UV projection set to cubic 2 with World system. If set to the default of Object the UV's are still distorted and not the same size as the cube which is set to 30x30cm (same as the texture from the material library).

If I set the UV to Cubic using the Automatic UV function the UV's are no longer distorted but the tiles are much larger.


2023-05-30, 08:08:19
Reply #4

James Vella

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When you apply the UV Projection, ensure "Use all objects" is selected. These are 2 cubes one is 200cm, the other is 50cm, the texture scale appears consistent (mind you the small cube is 1m back so looks a bit smaller but its the same on orthographic view).

scale" border="0

There is more in the Help menu about this:
https://help.maxon.net/c4d/en-us/Default.htm#html/55318.html

After trying to replicate this by adding new boxes, I cant seem to get it to match the previous scale or easily edit the size and keep UVs in tact. For example you can apply this method to multiple objects and their scale is consistent, but adding new ones it appears you have to re apply the projection to all objects again, and the scale changes.

Seems much easier in 3dsmax to keep sizes consistent. My only other thought would be, what c4d version are you using, if its newer than R21 maybe check if there is a Texel Density option somewhere. If you can keep the texel density consistent with a click of a button it should keep consistent.
« Last Edit: 2023-05-30, 08:46:50 by James Vella »

2023-05-30, 10:34:19
Reply #5

Stefan-L

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we use it the way that 50% scale is exact the size you set in the coordinates of the texture tag, this works for cubic flat etc best.
(in freely cre3ated UV's there is no way to guess the size sadly, there you need to measure)

so if you have 100cm in the texture tag coordinates for x,y,z, and 50% UV scale setting(length U and V), then your texture is exact 100x100xcm in size.

if you set UV length scale to 100% the texture is 200cm in size,
if you set it to 200% the texture is 400x400cm,
and so on.

this works pretty well overall for all non UV mappings at least

2023-05-30, 11:04:51
Reply #6

James Vella

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Oh I think I get it, looks like you can inherit from the parent node the settings. Is this about right Stefan-L? (Not specific to scale/measurements, just the technique to create new objects and inherit the scale of the parent texture)

cubic" border="0
« Last Edit: 2023-05-30, 11:09:30 by James Vella »

2023-05-30, 19:45:21
Reply #7

smckenzie

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Thanks both of you!

Stefan - this is awesome. Only thing I don't understand is why you have to set the UV length to 50%?

2023-05-31, 15:22:23
Reply #8

Stefan-L

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i think this is as maxons default cube is set to 200cm and they made 100% to fit that cube.

so to have 100cm you need 50% UV lenght scale. not super logic but maxon made it that way;)

2023-05-31, 19:32:32
Reply #9

smckenzie

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K.

Would the same apply if working in .ft? Revit models are in ft, so if I change the scale of any empty project to FT before I import the model instead of 100cm I'll get 3048cm for a material.

2023-06-22, 12:44:55
Reply #10

Stefan-L

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yes this system works also for ft and inch, you just need to calculate the size once so you know what 100% is in your units:)