re vit Posted June 3, 2010 Share Posted June 3, 2010 Hi! 1. After importing SU model to max (via connection ectention) I have 5-15 basic materials nested (fortunatly as instancies) in a ton of multi sub\object mats. Is there some way to manage for example visibility or assign uvw modifier by basic mat generally? 2. How can I lock original bitmap aspect ratio while entering size values? 3. Is there way to synchronize bitmap size in diffuze-reflect-bump slots? 4. I use "real world scale" texture coordinates and the output already looks o.k. Is there any need to add uvw mapping? Will it make my file healthier? -- Thank you for attention Link to comment Share on other sites More sharing options...
Thablanch Posted June 3, 2010 Share Posted June 3, 2010 1- in the Max material editor (M), on the right side, there is the button 'select by material', this will select all the items with the same material on them. After that, once all the same mat. objects are selected, you go to the modify panel, and apply a UVW map to all of them. 2 - in the UVWmap modifier, if you scroll down a little, there is the option Bitmap fit, this will take the exact proportions of the selected texture 3 - By synchronise, I guess you mean make the exact same texture. You first get the map in the diffuse slot. After that, you click and drag that map into any other slot ( ex: bump) when you release, a pop up appears, saying copy, instance, swap... you want instance... so if you modyfy anyone, the other one follows. 4 - I think thet real world scale make your workflow less efficient, I can have a piece of wood that is scanned to a 1:3 ratio, that I want to UVmap 3'' on 9'', and a piece of fabric I want to tile 60'' x 12'', all depending on my reference textures.. I think that there is a good use for 'real world scale'.. but I just think I'm loosing lots of flexibility whan i'm using it... Link to comment Share on other sites More sharing options...
re vit Posted June 3, 2010 Author Share Posted June 3, 2010 (edited) Thanks for answers. I'm afraid I didn't explain the problem clear: 1. I have 3 mats: A, B and multi\sub object (that contains instancies A+B). Now you want to hide all "A" material objects. The problem with "select by material" (yep I know about this button) is that max will select both "A"objects and "A+B" m.s.o objects (because "A" is the part of the team). 2. I have a bitmap wooden_deck_diffuse.jpg of 900X300 pixels. Now in mateditor-diffuse map-width\height fields I have 1 and 1. Changing width to 120 cm (for example) I'd expect to get 40 cm in the height slot. But it still remains 1. 3. Now in reflection and bump slots I have wooden_deck_refl.jpg and wooden_deck_bump.jpg (all of 900X300). The change in diffuse slot to 120X40 cm will not affect refl and bump slots. They will remain 1X1. 4. I may be by mistake still believe that 'real world scale' is ok for archviz. The question is do my vray would feel better with additional uvw mapping modifier applied. --- Well I feel that 3 last questions lay in the field of "wish list". But may be with a first one you have some 2 cents. Edited June 3, 2010 by 1rv Link to comment Share on other sites More sharing options...
Thablanch Posted June 3, 2010 Share Posted June 3, 2010 Everything remains 1x1, because you have real world ticked, un check that and you'll be able to do what you want with your maps. If the maps are instanced, change one and the other one will follow. Link to comment Share on other sites More sharing options...
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