![]() ![]() Any dialog or rollout that lets you turn on Generate Mapping Coords also lets you enable Real-World Map Size. To this end, a new option called Real-World Map Size has been added to many of the dialogs and rollouts that let you generate texture coordinates (see list at the end of this topic). Essentially, the size of the UV space needs to correspond to the size of the geometry. First, the correct style of UV texture coordinates must be assigned to the geometry. When you assign that material to an object in the scene, the texture map appears in the scene with correct scaling.īy default, real-world mapping is off in 3ds Max, and on in 3ds Max Design.Īutodesk Materials require you to use real-world mapping.įor real-world mapping to work, two requirements must be met. This feature lets you create a material and specify the actual width and height of a 2D texture map in the Material Editor. The idea behind real-world mapping is to simplify the correct scaling of texture-mapped materials applied to geometry in the scene. Real-world mapping is an alternative mapping paradigm. ![]()
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