دانلود آموزش وی ری Vray با دوبله فارسی تری دی مکس پلاگین maya autocad 3d max revit After Effects sketchup معماری ArchiCAD مدل سه بعدی Lumion آبجکت صحنه آماده به رندر فیلم تکسچر و متریال آماده انیمیشن سازی رندرینگ مدلسازی 3 بعدی بازی سازی marvelous designer Photoshop InDesign illustrator Solidworks
Thursday, December 26, 2019
Mapping Textures 3ds max Projecting UVs with UVW Map
go back into shaded mode with F3 so we can see how the sizing and movement of this gizmo will affect the actual textured placement. And get in a little bit closer again, and if we move the gizmo in the X axis, we can see that we're able to move the texture on that wall. And if we orbit around to the other side here, we can see once again we're getting some texture stretching, and once again, that's because we're mapping in a planar space and the texture pixels are projecting orthogonally to this plane indicated by the gizmo. So we're getting single pixels stretching along this wall, which is exactly parallel to the lines of projection. We'll address that in a moment, but first I want to change the scaling of the gizmo, and I don't recommend that you use the actual scale tool from the main toolbar to do that. It's a much better idea to use the actual parameters over here. Now, I know that the wall is exactly 400 centimeters in height. If I want the texture to fit the wall perfectly, I can change the length of the value over here to 400 centimeters and press Enter, and because I know that my texture is a square and I don't want any stretching, I can also set the width to 400 centimeters. And now that gizmo is exactly sized up so that it fits on that wall. Say I wanted it to be smaller. I could set the length and width to 200 centimeters. 200, press Tab, type in 200, and press Enter. Those are the UV coordinates for this particular object, because as I said before, the Material Editor parameters will affect the tiling here as well. Let's say I go back to the Material Editor, which I have minimized down here, and back in the bump and bitmap parameters, I can change up the tiling. For example, let's say I set the U tiling to a value of 0.5, and now we're only getting half of that texture stretching across one unit of the UVW map modifier. All right, I'll set that tiling value back to one.
And finally, of course, we want to deal with the issue here where we're seeing the pixel stretching along one dimension, because the UVW map modifier is projecting in a planar projection orthogonally. Well, we have different projection methods over here, a UVW map modifier, and for this wall, the best mode would be box projection. So I'll activate that, and box mode gives us six planar projections from the sides of a box. And now I've got two different mappings for the two sides of the interior wall, and once we've chosen the box mode, now this height parameter is exposed, and I want that to be equal to the length and width, so I'll set the height to be 200 centimeters as well. And now as I move that gizmo around, you can see how that's going to change the placement on the wall, and of course I want the paneling to line up vertically here, and to do that, I can rotate the gizmo up to the Rotate tool, and to constrain to even increments, I can turn on angle snaps and then just rotate around the X axis exactly 90 degrees, and once I've done that, now I've got the alignment I want, and of course now I probably want to turn off sub object gizmo so that I can select other objects. So just click on Gizmo, and now I've set it up just the way I need it to be. That's how to add a UVW map modifier to apply basic UV coordinates to an object.