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Real-world texture scaling?
show user profile  TheShrike
Hello all,

I have a question about real world texture scaling. Basically, I need a seamless texture, with its texture coordinates already unwrapped to NOT scale up or down when I scale an object up or down. Yes I have defined my system units, yes I have tried resetting the XFORM and scale on the object, and yes I have tried clicking the "use real world scale" button on the material... but it's not doing what I want, which is to be able to scale up an object while watching the texture on it to stay the same size and just expand its tiles proportional to its scale as I'm resizing it.

Not sure if this is possible, but it would be very helpful if there was a solution.
thanks
read 321 times
12/17/2014 1:20:02 PM (last edit: 12/17/2014 1:20:02 PM)
show user profile  herfst1
Try clicking "preserve uvs" and then scaling it in a sub-object mode (verts, faces, whatever). Just a theory, haven't tried it.
read 319 times
12/17/2014 1:48:53 PM (last edit: 12/17/2014 1:48:53 PM)
show user profile  reeves1984
what if you scaled down the UVs the same amount you scale up the object

or vice versa

--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
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www.analogstudio.co.uk <-- I work here

read 298 times
12/17/2014 6:29:44 PM (last edit: 12/17/2014 6:29:44 PM)
show user profile  TheShrike
thanks for the replies but preserve UVs doesn't work either ( though it should, in theory), and I didn't want to have to go into each object I scale and mess with UVs to do this, as I have a bunch of objects to do and it would take a lot of calculations.

anyways... wish this was easier cuz I'm doing it for precision laser etching, so I can't have any margin of error...


read 269 times
12/19/2014 7:32:00 PM (last edit: 12/19/2014 7:32:00 PM)
show user profile  K-tonne
couldn't you just multiply the tiling in the material editor relative to the scale increase?
scale 100% bigger ~ tiling 0.5 x 0.5
i think the theory is sound- my maths not so much

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read 263 times
12/19/2014 9:31:07 PM (last edit: 12/19/2014 9:31:07 PM)
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