Nats Posted May 25, 2012 Share Posted May 25, 2012 (edited) 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 May 25, 2012 by Nats Link to comment Share on other sites More sharing options...
erickdt Posted May 25, 2012 Share Posted May 25, 2012 Do a UVW map on the objects that use your procedural textures and check "use real world scale" in the modifier dialogue. That ought to make them look like they do in the material editor. E Link to comment Share on other sites More sharing options...
Nats Posted May 25, 2012 Author Share Posted May 25, 2012 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. Link to comment Share on other sites More sharing options...
salvador Posted May 27, 2012 Share Posted May 27, 2012 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now