View Full Version : DarkTree&Mapping Coordinates...
Erka2 06-15-2003, 10:33 PM Hi, who can explaine me how can i control mapping of DarkTrees procedural maps?
On the pictures below you can see two objects, first is extruded spline, second is a box. Procedural map use Object XYZ coordinates to map. Where can i change them that texture place on extruded object like on the box. UVW mapping did not helps me...
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CJcuervo
06-16-2003, 05:47 AM
Ive never used darktree before but it looks like the tiling just needs to be turned up a bit in that direction...
CJ
Stroker
06-16-2003, 06:05 AM
You have to rotate either u, v, or w 90 degrees (I get them mixed up).
The uvw angle spinners are to the right of the tile and mirror do-hickeys.
Dave Black
06-16-2003, 06:30 AM
What the Stroker-man said! :buttrock:
-3DZ
:D
Erka2
06-16-2003, 06:57 AM
Stroker, you wanted that I use UWM Mapping modifier? But it doesnt work, like i said. Procedural map is mapping using Object XYZ coordinates and UVW coordinates inf UVW modifier didnt change anything.
I can change those coordinates only if I change the way of creation. Like this 3 boxes, i just created it and then apply a map:
1)was created in Left viewport
2)was created in Top
3)Front
I didnt change anything, only apply material but result isnt the same. How can I control Object Coordinates?
LFShade
06-16-2003, 07:00 AM
stroker was referring not to UVW mapping, but to the U, V, and W angle settings in the material editor.
Erka2
06-16-2003, 09:22 AM
I found settings that control mapping. It was those angles(Object XYZ) but not UVW(i tell u from start) i just forgot what they do. THX
Stroker
06-16-2003, 02:08 PM
I just loaded up a Simbiont texture and took a peek.
It is set up a little different than a standard Max material.
Yes, the angles are labeled XYZ instead of UVW.
How silly is that?
Well, as long as you got it.
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