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Procedural textures appearing far too large on model.


Nats
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I am doing an archvis model in 3dsmax 2012 which has been set up using UK units (mm).

 

When I am creating materials with procedural textures in the basic material creator and I apply them onto my objects they are appearing far too large com pared to how the look in the editor. For example I have created a paint texture with dimples, using a noise bump map, and it looks great in the editor but when I apply it in the scene the bumps are massive and I cant even lower the bumps low enough to appear correct on the model (I get to a noise scale of 0.001 and that seems to be the minimum but the bumps still look too large in the scene).

 

On the other hand when I create bitmapped textures and apply them to the model it seems I have to tile them all around 10x in x and y using UVWmapping to get them to appear right.

 

I am generally not using the real world scale setting when I do all these textures should I be using that all the time?

 

Is this normal or is something wrong in my settings and is there anything I can do to get my textures to appear exactly as they appear in the material editor?

 

And secondly am I right in assuming that I don't need to UVWmap objects if I am just using procedural maps?

 

Thanks for any help.

Edited by Nats
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No that didnt do anything useful but thanks anyway.

 

I actually found out how to do it without resorting to UVWmaps which you dont need to use for procedural textures (because they go all the way through an object they dont wrap around it like a bitmap).

 

You select options in the material editor and change the size of the representative samples in the editor. My samples were 3m spheres by default so no wonder the textures weren't showing correctly for things like handrails. I changed my sample spheres to be 300mm in size and that did the trick they look fine now.

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Interesting. I've never changed this setting ever before. For some procedural shaders I do use UVW Map Modifier and set it to Fit and then I change the shader values on the Mat Editor until it's correct. Note that sometimes a map looks weired on the viewport but then it renders just fine.

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