Andy Park Posted July 7, 2008 Share Posted July 7, 2008 Hi, I'm currently adding on tiled cladding to my building, each panel has a color variation (fine no probs with this), I'm using the Tile texture BUT.. ... I'm working in real world scale, as you do, my tile texture is limited to 10000mm x 10000mm, my panels are 1200x 2700, so i can only have a grid of 3x3 panels in the texture. wich results in too much regular tiling. does anyone know how i can get my tile texture larger than this. remembering i cannot scale my objects they must stay at real world scale. I have tried changing the units to cm, thinking it a limit on the number of digits but it still limits it to 10m. thanks Link to comment Share on other sites More sharing options...
alrawli Posted July 7, 2008 Share Posted July 7, 2008 How are you mapping the object? Could you not use for instance box mapping and adjust the UVW modifiers scale rather than in the material editor? Link to comment Share on other sites More sharing options...
Andy Park Posted July 7, 2008 Author Share Posted July 7, 2008 I'm using a simple uvw with real world size checked, you cannot adjust the scale using real world size, i would have to uncheck that and then start messing around with tiling values (pretty much trial and error) until i got it right and it would never be spot on. 8( Link to comment Share on other sites More sharing options...
Nic H Posted July 7, 2008 Share Posted July 7, 2008 real world scale is rubbish, just do it by eye i reckon Link to comment Share on other sites More sharing options...
Andy Park Posted July 7, 2008 Author Share Posted July 7, 2008 Anyone else, there must be a more mathematical way of doing this instead of trying to get the tiling value correct by eye. Link to comment Share on other sites More sharing options...
Nic H Posted July 7, 2008 Share Posted July 7, 2008 you seriously wont be able to tel thoughl! presumably you are making an image/ artists impression and not a contract document? Link to comment Share on other sites More sharing options...
Andy Park Posted July 7, 2008 Author Share Posted July 7, 2008 The thing is nicnic the edge of the panels match up to windows to it does need to be spot on or it will be noticed. Link to comment Share on other sites More sharing options...
Matt McDonald Posted July 7, 2008 Share Posted July 7, 2008 We don't use real world scale on our tiles map so take this advice with a grain of salt. We cut our UVW tiling in half or by a quarter and then double or quadruple the horizontal and vertical tile counts. This forces Max to generate more tiles before repeating. You'll have to monkey with your grout settings as well because they will be reduced in size. Link to comment Share on other sites More sharing options...
Tommy Burns Posted July 7, 2008 Share Posted July 7, 2008 If your panels are 1200x2700 and 3x3 you would use a uvw map 3600x8100. To get less tiling increase the tile to say 10x10 then your uvw map size would change to 12000x27000 this means the tiling will be less obvious. All this will be perfectly accurate too. Hope this helps let me know how you get on. Link to comment Share on other sites More sharing options...
Andy Park Posted July 7, 2008 Author Share Posted July 7, 2008 If you don't use real world scale, how do you ensure you get the correct size of tiles? and how do you ensure that matches your building?? somewhat confused here! I understand that by not using real world scale you use the tiling values, but surely that involves alot of mucking about unitl you get that tile edge matched correct to the window or whatever it is? this doesn't seem a very good approach. it may be that it is the one everyone uses, but can't we simply get a better tile material, one that copes with a larger map size. sorry for the rant. I just tend to deal with exact figures when it comes to sizes. Link to comment Share on other sites More sharing options...
Matt McDonald Posted July 7, 2008 Share Posted July 7, 2008 If you don't use real world scale, how do you ensure you get the correct size of tiles? and how do you ensure that matches your building?? Well, I know the size of my UVW gizmo and I know the size of the real tiles. I divide the size of the UVW gizmo by the size of the tiles and it gives me the horizontal and vertical count. That typically produces a result that repeats badly so I divide my UVW tiles by two or four and then double or quadruple my tiles count Link to comment Share on other sites More sharing options...
Andy Park Posted July 7, 2008 Author Share Posted July 7, 2008 thank you tommy, perfectly explained, worked a treat. Link to comment Share on other sites More sharing options...
Tommy Burns Posted July 7, 2008 Share Posted July 7, 2008 No problem Andy glad to help!!! Matts way is the same really just the other way around. If you want to move the texture say up to a window/door Just fool around moving the gizmo. I have to say I was as confused as you before and I was chuffed when the penny dropped and I understood how it worked. Makes life a whole lot easier Link to comment Share on other sites More sharing options...
Andy Park Posted July 7, 2008 Author Share Posted July 7, 2008 Sure does Tommy. now I can do some really cool stuff like combine this with a mask map and a gradient to get 3 or 4 coloured tile textures, nice. Thanks again Tommy. Link to comment Share on other sites More sharing options...
Tommy Burns Posted July 7, 2008 Share Posted July 7, 2008 Or use Color Varience and Fade Variance Remeber the same rule applies to say jpegs of brickwork. What you do there is count the bricks up x 65mm and across x 215mm and then add in 10mm for every groutline and this is your uvw map size Link to comment Share on other sites More sharing options...
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