Author Topic: Trying to figure out material texture scaling  (Read 4533 times)

2018-11-28, 00:28:33

John.McWaters

  • Active Users
  • **
  • Posts: 292
    • View Profile
    • JohnMcWaters.com
I should preface this by stating that I'm a beginner with 3dsMax.

I'm trying to figure out the scaling of material maps (diffuse, reflection, etc.). I know in the material editor (with a bitmap) you can edit the width, height, and set Real-World Scale if you wish. I also know that on the geometry itself there are UVW coordinates that the texture will align to when placed on a geometry. I'm wondering how exactly these relate (perhaps I have it all wrong). Is there a preferred way to edit the scaling of maps on objects?

If I have a material with more than one bitmap plugged into the CoronaMtl component, and let's say I adjust the width/height of one of the bitmaps—Do I then need to make the corresponding adjustments on the other bitmaps so they will align? Is there a method to having them link up?

If I import a material from the Corona Materials library, it will show a certain size in the width/height parameters within the material editor for the bitmaps. Should I consider this to be the correct default size for the texture?

I appreciate any help!
« Last Edit: 2018-11-28, 14:37:05 by John.McWaters »

2018-11-28, 01:00:03
Reply #1

mferster

  • Active Users
  • **
  • Posts: 525
    • View Profile
when you apply uvw mapping from the modifier panel, the bitmaps use the dimensions of the uvw map gizmo (the yellow box that is visible when you click on the uvw map modifier in the stack). What happens is that the size of the bitmap stretches to fit within the bounds of that box no matter their dimensions.

You can also use real-world map size option like you said by clicking both the check boxes "Real-world map size" in both uvw map modifier and the bitmap properties. This will cause the dimensions to become greyed out in the modifier panel and the gizmo will turn into a point rather than a box and is only used to determine the starting position of your map. The scale of the bitmap is then defined by the dimensions in the bitmap properties,.

A simple way to proportionally scale all your maps on an object is to use another modifier called uvw Xform. With this modifier added on top of your uvw map modifier you can change the scaling and position of all your maps.

There is a way to have all your real world map size dimensions linked, but it would probably be too advanced for you at this point.

Yes those map sizes are accurate for the texture
« Last Edit: 2018-11-28, 01:05:13 by mferster »

2018-11-28, 10:37:36
Reply #2

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 9275
  • Let's move this topic, shall we?
    • View Profile
    • My Models
Hi, if i'm not asking too much, try to refrain from unnecessary text formating in your messages. The only thing it does, is irritates some people. I believe, you wouldn't want that, especially when you're asking for help, right?
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2018-11-28, 14:37:36
Reply #3

John.McWaters

  • Active Users
  • **
  • Posts: 292
    • View Profile
    • JohnMcWaters.com
Hi, if i'm not asking too much, try to refrain from unnecessary text formating in your messages. The only thing it does, is irritates some people. I believe, you wouldn't want that, especially when you're asking for help, right?

Sorry about that. I have reverted my posts from both threads back to standard text formatting.

2018-11-28, 15:02:08
Reply #4

John.McWaters

  • Active Users
  • **
  • Posts: 292
    • View Profile
    • JohnMcWaters.com
A simple way to proportionally scale all your maps on an object is to use another modifier called uvw Xform. With this modifier added on top of your uvw map modifier you can change the scaling and position of all your maps.

This only works if you're not using real-world scaling correct?

2018-11-28, 17:06:15
Reply #5

mferster

  • Active Users
  • **
  • Posts: 525
    • View Profile
Nope. it works with real world scale as well. It won't change the dimensions in your bitmap obviously.