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View Full Version : Materials: Globally Scaling Procedurals


Dave Black
07-18-2003, 05:05 PM
Hey all!

I often create materials for use at the beginning of a project, allowing everyone to keep consistent in their output.

We use allot of procedurals, and I always come to certain problem.

Many complex materials require heavy nesting. This is fine for the most part, but when a material is applied to an object with dissimilar vertex scale than the intended material was constructed for, one must manually go in and change all the scales of the procedurals to reflect the discrepancy. A big problem for users how are unaware of the material's complexity.

Since these values are all being scaled by a known multiplier, I was wondering if there is any way to adjust these sizes globally with a single control? I've searched all the maxscript repositories I know of, but yielded no answer.

If anyone has had this problem in the past, and found a way around it, I'd love to hear some advice.

Thanks for the lengthy read, and I look forward to your reply(s).

-3DZ

:D

Matt-Clark
07-18-2003, 05:23 PM
There's a Blur script called ProceduralMapScale which does this I think... never tried it, so I'm not sure about nested materials etc.

Dave Black
07-18-2003, 05:27 PM
Good god, Matt, where in the hell have you been?!!

Thanks for that, man. I'm checking it out now.

-3DZ

:D

zandernice
07-18-2003, 09:22 PM
I would be interested in how to change the vertex scale rather than the procedural value of the map. Is there a way to select an object, and possible change its vertex scale? If you simply apply a scale transform, it doesn't chang the vertex scale right?

Dave Black
07-18-2003, 09:26 PM
Correct. It simply scales the transform.

If you select the object, go into vertex sub-object level, and then scale the verts, it will scale the object at the vertex level. Sometimes just scaling all the verts down, and then scaling the transform up works out ok.

-3DZ

:D

halo
07-19-2003, 12:08 AM
i've come across this before...i cant remember the right cure...it was either collapsing the objects to editable mesh and attaching the ones with the same materials or reset xform and doing it....however as for scaling the materials i havent found a way to do it, only to cure it...UVWmapping makes no sodding difference either

Matt-Clark
07-19-2003, 07:03 PM
Originally posted by 3DZealot
Good god, Matt, where in the hell have you been?!!

Busy busy busy, but I do lurk here a lot. ;)

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