View Full Version : Scaling up super-small stuff
sinistergfx 06-23-2002, 05:56 PM I'm having a problem with scaling in 3DS Max4.2.
I make my models in a program outside of Max and then import them. The problem is whenever I import them, the models are SUPER tiny, so, I have to scale them up (which is no problem). The problem is that when I apply procedural noise (or other procedurals) I have to make the noise REALLY small (like 0.001) to get it to be the right size on my model; the noise is acting like my model is still super tiny.
Is there any way to get the noise to realise that the model is scaled up? I would like to use "normal" values for my noise (also, so I don't have to use different materials for objects made in Max and outside of Max because of the procedural side difference).
Preemtive thanks.
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TheDevil[DK]
06-23-2002, 06:03 PM
ProceduralMapScale
http://www.blur.com/Blurmaxscripts/
boomji
06-23-2002, 06:04 PM
hey dude...i think you should be putting an "x form" modifier on your objects and then collapsing them...this may work as max calculates transforms(moove,rotate,scale) last.
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MaskTX
06-23-2002, 06:35 PM
How can i make sympotic GI in Lightwave?
ilasolomon
06-23-2002, 10:52 PM
sinistergfx:
try WORLD SCALE in utilities (command pannel>utilities)
MaskTX:
you are here:
CG Talk Community > 3D Application Specific Forums > 3ds max > Scaling up super-small stuff
but i think you should be there:
CG Talk Community > 3D Application Specific Forums > LightWave
:thumbsup:
sinistergfx
06-24-2002, 01:29 AM
Thanks!
EDIT: I also found out that I can just simply change the "Source" under "Coordinates" (when on the procedural's properties) in the material editor to "World XYZ" and the scale of the procedural is the same for everything in the image. ::smacks forehead:: Doh!
LFShade
06-24-2002, 06:25 PM
I also found out that I can just simply change the "Source" under "Coordinates" (when on the procedural's properties) in the material editor to "World XYZ" and the scale of the procedural is the same for everything in the image
Yes, but when you animate the object, it will "swim through" the material -- probably not the effect you're after.
Here's what works for me when importing objects that turn out to be tiny: put an FFD 2x2 modifier on the object, and go into subobject points mode (of the FFD, not the base object). Select all the points, scale up to the desired size, then collapse the stack back to Editable Mesh/Editable Poly. This way, you're not scaling using the object's transform matrix directly, thus avoiding all the odd quirks that come along with doing so. :)
Synergy
06-25-2002, 06:31 AM
Maybe you can try reseting the scale under the hierarchy tab below adjust transform after scaling it.
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