Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Autodesk 3ds Max / 3ds Max Design 2009 / Issues with real-world scale maps/UVW, trying to figure out its "origin point"
  RSS 2.0 ATOM  

Issues with real-world scale maps/UVW, trying to figure out its "origin point"
Rate this thread
 
24346
 
Permlink of this thread  
avatar
  • Total Posts: 19
  • Joined: 18 January 2007 02:38 PM

Good afternoon all! : )

i have come across an issue with real-scale maps.

basically, i have a texture.  i want the texture to “start” tiling at a specific point. so with the method i use with normal UWV maps, i place the gizmo at the specific corner i want the textuer/map to start.  however, the texture seems to be offset, not sure by how much, but it seems like its offset by some weird number (as in its not half, nor third)

i have attached a screen capture to illustrate the issue.  basically, the checker map should start at the corner of the plane, but its offset by roughly .154m.

don’t remember having this issue in 2008, though can’t be sure, i just assumed this is how it should work.

could any one please comment whether this is a bug?



Attachment Attachment
Replies: 0
avatar

I had to laugh a little, imagining you pulling you hair out :P The gizmo represents the map right?… And the gizmo is “centered” on the corner of the plane… see where this is going… place the corner of the gizmo on the corner of the plane :) and all should be ok.  If it doesn’t, then you can point and laugh at me :)

MP



Max 2009, 2010 32/64
VistaP 64 SP1
Intel Q9550 8GB
ATI 4870x2
Patriot 128GB SSD

Replies: 0
avatar

meltingpoint~ thank you for your insight : )

with your guidance, i had another look at the damn UVW real-world scale function.

and as you have said, it seems that the texture starts at the left bottom corner or the “UVW” map gizmo…
which is quite weird… perhaps not..

for those people who like getting this to the cloesest .001mm like my self.
the not so obvious (again perhaps it is to other people) point is that when you turn your UVW map to real-world scale, your gizmo is 1m x 1m, as indicated by the blue cloud on the screen capture (think it was confusing as its greyed out).  meening if you want your texture to start exactly at the corner, you have to snap the UVW gizmo centre to the corner, then offset it to x 0.5m then y by 0.5m, resulting in the screencapture where as meltingpoint said, the gizmo is “tucked” in inside the plane, as in the left bottom corner of the UVW map is lining up with the corner of the plane.

Again thanks for the help meltingpoint! tho wasn’t really obvious what was happening, now it seems to make some sense (though i would still think it should start at the centre of gizmo, otherwise its going to be a pain in the butt to align the texture as you have to offset it all the time)

or i think best “workaround” would be if you were to add 0.5m offset on your texture it self, and snap the UVW gizmo centre to the point where you want yrou texture to start.

Thanks all : )



Attachment Attachment
Replies: 0
avatar

Just for information:
A map tiled through the tool in the Material Editor, propagates from the middle of the Plane (in the particular case), when the “Use Real World Scale” is unchecked.
If the Use Real World Scale is checked it propagates from the left corner.

If UVW modifier is assigned to the plane the map propagate always from the left corner,
No mater what is the status of the Real World Scale box.

It was like this before the Real World Scale tool and is designed this way to give more navigation opportunities I think.

ivan



Attachment Attachment
Replies: 0
avatar

@ alteredgene - I agree, it’s not immediately obvious.  Spend enough time in the UVW Editor though, and you will always assume textures begin in the bottom left corner (or 0,0) :) Too many Cartesian coordinate systems in this program :P

@ ivan - always much better at explaining things :P



Max 2009, 2010 32/64
VistaP 64 SP1
Intel Q9550 8GB
ATI 4870x2
Patriot 128GB SSD

Replies: 0
avatar

MeltingPoint 20 March 2009 08:03 PM


@ ivan - always much better at explaining things :P

Thank you MeltingPoint, I’ll never forget those kind words.

ivan
:red:



Replies: 0
avatar

Thank you for all the information : )

it was good to know the subtle difference on different settings.

:-)

see you around the forums : )



Replies: 0