Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

How to 'bake' a 3D map?
show user profile  Garp
I'm using the Fracture Voronoi script to break an object into several parts.


If I apply a material with a 3D procedural map set to Object XYZ to the original model, because the resulting chunks are all distinct objects (with their pivots at different locations), I get this:


Not good, but not a surprise.
However, with the map set to World XYZ, I get the procedural pattern flowing nicely between all the different parts:


But if I animate them, again as expected, it all goes wrong:


So my question is: is there a way to make the 3D map stick to the objects' faces after it's been applied with the World XYZ coordinates?
Bear in mind that the above is just an example . I'm dealing with several hundreds of parts in my scene.




read 733 times
3/20/2009 2:00:06 PM (last edit: 3/20/2009 2:00:06 PM)
show user profile  Boing_
surley if you UVW map it and collapse the stack it'll bake the mapping onto the components?
read 727 times
3/20/2009 2:06:43 PM (last edit: 3/20/2009 2:06:43 PM)
show user profile  Garp
That was fast!
But nope. Because the texture is applied with the World XYZ, baking the UVs doesn't do anything.
I need to somehow 'grab' the texture as it is displayed and turn it into a 2D map before animating.




read 717 times
3/20/2009 2:15:37 PM (last edit: 3/20/2009 2:15:37 PM)
show user profile  Toen
This worked in a test I tried:

Set the procedural map to Object XYZ
Select all of the objects that are cut up before animating them.
Then go into the modify panel and add a UVW Mapping modifier.
This will apply the modifier as a whole to all of them.

Now when you animate the pieces the procedural map should stay

read 712 times
3/20/2009 2:19:47 PM (last edit: 3/20/2009 2:19:47 PM)
show user profile  Garp
Thanks Toen, but it doesn't work, unless I missed something. When I apply the texture I get what you see in the second pic, right cube: the pattern breaks between objects.
In your test, you're sure the pivots are at different locations?




read 707 times
3/20/2009 2:33:00 PM (last edit: 3/20/2009 2:33:00 PM)
show user profile  owtdor
Can you share the file so we can all look closer?
<

read 697 times
3/20/2009 2:43:29 PM (last edit: 3/20/2009 2:43:29 PM)
show user profile  mrgrotey
you need to set the source of the procedural to 'explicit Map Channel' then it will follow. you may need to adjust the scale of the map after as it changes it




read 695 times
3/20/2009 2:44:22 PM (last edit: 3/20/2009 2:44:22 PM)
show user profile  mrgrotey
see... :)






read 685 times
3/20/2009 2:52:03 PM (last edit: 3/20/2009 2:57:52 PM)
show user profile  Garp
Grotey, that's interesting but it seems the inner faces (if the holes are capped) have nothing assigned.

Here's the file: http://www.divshare.com/download/6868285-abc
Try to hide a few chunks and render. The pattern should flow continuously from one object to another.




read 666 times
3/20/2009 3:07:43 PM (last edit: 3/20/2009 3:08:18 PM)
show user profile  Toen
Hmm, yeah I think it requires that the pivot points share the same point in space when first applied before being animated
read 663 times
3/20/2009 3:11:15 PM (last edit: 3/20/2009 3:11:15 PM)
show user profile  Dub.
just use Render To Texture and just do the diffuse channel.


read 650 times
3/20/2009 3:19:55 PM (last edit: 3/20/2009 3:19:55 PM)
show user profile  mrgrotey
thats coz capped faces dont have mapping coords assigned to them , and just for speed i didnt bother. did it work?




read 649 times
3/20/2009 3:20:49 PM (last edit: 3/20/2009 3:20:49 PM)
show user profile  Toen
Ok I tested your max file and this seems to work:

Select all the pieces,
Apply UVW Mapping to the whole selection of pieces at once, check 'Real-World Map size', and select 'Vertex Color Channel' in the UVW Mapping modifier
In the map set the source channel to 'Vertex Color Channel'
read 626 times
3/20/2009 3:49:32 PM (last edit: 3/20/2009 3:52:27 PM)
show user profile  Garp
@Grotey: it worked... for the outside. As the inner poly do not have coords I get this:


@Dub: I'll try a render to texture after applying an unwrap uvw. Should do the trick. I was hoping to avoid the heavy artillery though.

Thanks for the help so far, guys. Much appreciated. :)

*me unclick knees and go fetch a glass of milk on my way to bed* [:$

Edit: sorry, Toen. I was typing when you posted. I'll try your solution tomorrow. Thanks :)




read 622 times
3/20/2009 3:53:09 PM (last edit: 3/20/2009 3:59:08 PM)
show user profile  Garp
Solved :))

By applying a UV Mapping to all the chunks (thanks Toen). And to the original, so the texture doesn't jump when shifting the visibility from the original to the parts.
AND to leave the UV Mapping to Planar! So the 3D map is only projected along one axis. Yesterday I set it to Box, which screwed the pattern on the inner faces. My mistake.
Both Explicit Map Channel and Vertex Color Channel work, as long as it's consistent betwenn the map and the UV Mapping mod.

Anyway, I'm glad I avoided rendering to 243 texture files!

Thanks again for the help, everybody. :)






read 581 times
3/21/2009 1:43:09 AM (last edit: 3/21/2009 1:47:25 AM)
#Maxforums IRC
Open chat window


Support Maxforums.org