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View Full Version : uvw along a spline?


Gibbz
04-28-2004, 11:57 AM
i remember seeing a uvw along a spline plugin is it free? does it work in max 6?

EricChadwick
04-28-2004, 01:47 PM
Not free, but works great. Workflow is a little weird, but works wonders. Also has FFD mapping.
http://www.mankua.com/texturelayers.cfm

Looks like the demo doesn't run in max6, but maybe the full version does?

LFShade
04-28-2004, 06:58 PM
The problem I've always had with the Texture Layers plugin is that it doesn't preserve mapping when you collapse the stack or export the geometry. Therefore, it's not the least bit useful if you need to work across different applications or export to game engines. It should be possible to script a solution to this type of mapping, but I have not yet figured out the intricacies of working with texture verts in MAXScript. Maybe Magicm, Bobo, or any of the other gifted scripters who hang out here would like to help out with this?

RH

EricChadwick
04-28-2004, 07:12 PM
It does preserve UVs, you just have to jump through a little hoop in the UI to make it do so. Biggest problem I have is TL completely overwrites the UV channel, so I can't use it additively. I can't say much but there are major improvements on the way.

Anyhow I would welcome more UV tools for max. It would be especially nice if we had a Relax UVs function that worked off of the XYZ geometric distances, instead of what appears to be just springs attached to UV distances. I heard Maya's is very nice, and DeepUV has a nice solution too.

Gibbz
04-28-2004, 11:42 PM
ok thanks ill check it out, u say theres a new version on the way? :thumbsup:

LFShade
04-29-2004, 07:13 AM
I guess I didn't get far enough into TL to discover the 'hoop' that one must jump through to preserve mapping. I don't use the plugin anymore, so it's probably moot for me, but could you explain how it is done, Eric? Thanks:buttrock:

RH

EricChadwick
04-29-2004, 03:57 PM
Yeah RH I guess I should have explained how to collapse, it isn't really documented...

1. Check the Blue/White checker button (Preview in viewports)
2. Right click the Blue/White checker button.
3. Check the 'Apply mapping to all channels' option and click ok in the Texture Layers Options dialog box.
4. Collapse the stack.

Diego (the creator of TL) has this to add:
"However, this technique has a little restriction. When you collapse the stack you are effectively deleting the modifier, and the modifier is the tool that keeps the gizmos and attenuation info. So when you delete it, you can't continue using the 'Texture Layers Composite' maps including attenuation."

Gibbz, I hope you'll appreciate that I can't comment on that, in fact I've probably divulged too much already.

btw, RH thanks for all the scripts you've been sharing. Very helpful!

LFShade
04-29-2004, 05:57 PM
Interesting! Looks like it might be time to give the plugin another evaluation. I'd still like to see a spline-mapping script out there, though, since TL isn't free. One of these days I'l have learned enough to give it a shot:cool:

BTW Eric, you're welcome for the scripts. I only hope I can do more!


RH

Zeddicus
04-29-2004, 07:14 PM
I really like the idea of this plugin, and the price isn't too bad either. It's ashame that there is no Max 6 version though. Based on the discussion in this thread, I really hope we see a new and greatly improved version in the near future to give a try. Could really simplify some areas of UV mapping, plus you can never have to many UV mapping methods at your disposal, heh. ;)

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