Author Topic: UVW Randomiser to understand real world scale  (Read 2253 times)

2020-03-19, 00:16:08

Jpjapers

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It would be so much more intuitive if the uvw randomiser played nicely with real world scale maps allowing you to offset in scene units rather than uv space.

Use case: Ive been trying to map a big seamless sheet of wood to a floor gen floor and want it to take any random section of the texture whatsoever and apply it to a plank. I know the real world scale of the texture and should be able to work in that scale. It seems like total guesswork with the uvw randomiser map to get it to just randomly tile at the correct scale unless i'm being stupid and completely missing something obvious.

2020-03-30, 16:50:37
Reply #1

maru

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I don't fully understand the issue here.
You can map an object in Real World Scale and then apply the UVW Randomizer. Then you can randomize the offsets, rotation, or scale.

I am attaching a simple scene with cubes. If you load a square bitmap there, you will get the correct scale (it is set to 15x15cm - the size of one cube).
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2020-03-30, 20:25:57
Reply #2

Jpjapers

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I don't fully understand the issue here.
You can map an object in Real World Scale and then apply the UVW Randomizer. Then you can randomize the offsets, rotation, or scale.

I am attaching a simple scene with cubes. If you load a square bitmap there, you will get the correct scale (it is set to 15x15cm - the size of one cube).

Its more the UI of the randomiser. Its offsetting in UV space rather than real world space correct?
So my suggestion is that you can offset by display units (in my case, mm) rather than UV space.
Personally I would find that a lot more intuitive. I might be wrong and it could just be me.