Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: JoachimArt on 2020-01-09, 09:39:00

Title: Changing mapping coordinates after Corona Triplanar has been applied.
Post by: JoachimArt on 2020-01-09, 09:39:00
Hi, is there a way to change which directions mappings are linked to a model when using triplanar mapping?.
I'm mapping beams of wood in different directions if a rotate a model the UVW's follows the model, which is as you would expect. But lets say I want have that same direction for another mesh but without rotating the model, how can I achieve this?
I have tried changing the pivot, rotating the normals of a model, but nothing seem to affect the triplanar after it is mapped - the only way I can rotate the mapping is to rotate the model itself. 

Any help appreciated!
Title: Re: Changing mapping coordinates after Corona Triplanar has been applied.
Post by: romullus on 2020-01-09, 10:27:47
You need to change triplanar tesmap's mapping space from local to reference node and pick a node which transform's will guide the mapping. Just create a dummy and pick it as reference node. Then whenever you'll want to rotate the mapping, you'll just need to rotate the dummy. You can also choose world space and mapping will stay fixed, no matter how you rotate or move the mapped object.
Title: Re: Changing mapping coordinates after Corona Triplanar has been applied.
Post by: JoachimArt on 2020-01-09, 10:37:46
Thank you for the suggestion. Ideally I would prefer using local space so that I can make it different dependent on the beam instead of making a ton of materials with the same texture.
But look at this example please. I have the same material. Each beam vertical and horisontal are separate objects. on the outer beam I have rotated the top model and therefor the wood direction is correct. But on the inner window frame the top frame has been detached from the side so initially it had the same local space as the vertical ones, but I would like to rotate the local space so that the mapping is the same as the outer beam which is rotated. But after I have made the model I cannot find a way to make the local space different so that the UV direction change - not with changing the pivot or normals. So I guess the question is how can I cahnge the local space of the model so that triplanar mapping re adjusts?
Title: Re: Changing mapping coordinates after Corona Triplanar has been applied.
Post by: pokoy on 2020-01-09, 11:03:16
That exact topic is a mystery to me since years and max indeed doesn't let you control the native object 'matrix' other than attaching to another object with the orientation you need, then detaching again or deleting the unneeded parts.
Title: Re: Changing mapping coordinates after Corona Triplanar has been applied.
Post by: JoachimArt on 2020-01-09, 11:06:06
Yes, same for me as well. I would love to hear if there is an easier solution to this. I find it weird that depending on which direction the pivot is upon initial creation "locks" its local directions for all eternity unless I  attach it to another object. 
Title: Re: Changing mapping coordinates after Corona Triplanar has been applied.
Post by: romullus on 2020-01-09, 12:23:04
Maybe that could be achieved with the maxscript, but i have no clue how, nor if if it's possible at all. Alternativelly you can rotate, the object by 90 degrees, reset its transforms and rotate it back, but it's not more convenient than attaching to other object.
Title: Re: Changing mapping coordinates after Corona Triplanar has been applied.
Post by: GeorgeK on 2020-01-09, 12:37:21
Why not use multi map with mat ID or polygon ID and different triplanars rotations per node?