Gander0 Posted September 3, 2003 Share Posted September 3, 2003 Hi all! Hope you can help. My problem is this this: At present i am creating my first detailed architectural visualisation in version 5. I have a number of detailed editable polygons to which i am applying a number of compostite materials. My process at present is to select the faces/polygons of an element at sub-object level and give all the polygons Material ID's. I then apply a Poly Select Modifier, select by ID the particular face I wish to map, then apply a UVW Mapping Modifier and scale the gizmo accordingly. I then do this again and again until all the surface requiring different materials have UVW Maps. I follow this procedure because i need each material to be accurate on each set of faces i select. My question is that this can't be the best procedure can it? I end up with a massive modifier list of Poly Select and UVW Mapping modifiers and can't even access the base Editable Polygon Modifier to add or subtract face selections from a particular Material ID. Can anyone explain a better way of acurately mapping a number of complex materials while still being able to access and edit Material ID selections. Any help is very much appreciated! Link to comment Share on other sites More sharing options...
ZepSOFD Posted September 3, 2003 Share Posted September 3, 2003 Gander0, Have you looked into Multi/Sub-Object mat's and the Map Channel under UVW Mapping? or have I just mis-understood your question. tom Link to comment Share on other sites More sharing options...
Gander0 Posted September 4, 2003 Author Share Posted September 4, 2003 Thanks for your reply Tom Just took a look at that map channel in the UVW modifier in Max, maybe thats what im looking for I guess that allows you a different UVW map for each Material ID....?? Gonna go and try it. If that works then its the answer to my problems and your a superstar! Thanks very much!!! Link to comment Share on other sites More sharing options...
ZepSOFD Posted September 4, 2003 Share Posted September 4, 2003 That's the point of a Multi/Sub mat. to assign a mat. to a sub-object material id number. The UVW Map Channel works with the Map Channel inside a material, so although you assign the UVW Mapping to an object you don't have to assign it to every sub-object that needs to scale a material. Potentially you may have a Modifier Stack that lookes like this: UVW Mapping -->Map Chan. 6 Controls Mat. ID 4 UVW Mapping -->Map Chan. 5 Controls Mat. ID 3 UVW Mapping -->Map Chan. 4 Controls Mat. ID 2 UVW Mapping -->Map Chan. 3 Controls Mat. ID 1, Transparency Mask UVW Mapping -->Map Chan. 2 Controls Mat. ID 1, Bump Map UVW Mapping -->Map Chan. 1 Controls Mat. ID 1, Diffuse map Editable Mesh You can rename the UVW Mapping in the stack so you can keep track of what each controls. tom Link to comment Share on other sites More sharing options...
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