Hello there! The last time I used Vue was with Vue6.0. I am currently trying Vue 10, and to my surprise the option of Tiling Mode X and Y sets to NONE is absent. I am trying to use a distribution map to control the distrubition of a mixed material, or a transparent map for a top layer to control the population of the mixed material, or a density map to control the population of an ecosystem. That option of Tiling Modes set to None is no longer there. I have tried using the option set to ONCE and setting the mapping mode to Object Standard, World Standard etc… tried so many different options… to no avail. The tiling is always wrong, doesn’t cover the area expected, is too small a coverage and is position way out of the expected area. Why did they remove this option out of Vue 10? Can someone tell me how to solve this problem with Vue 10?
Map Tiling in Vue
Hello there! Thanks for replying.
The object is a landscape mesh object created and uvmapped in 3dsmax and exported as a .obj into Vue. I also saved the UVmapped image in 3dsmax which I used to create all the grayscale texture maps for all the different areas of my landscape. The idea was to use these grayscale maps to control the population of my ecosystem through transparency/alpha maps/density map/ or distribution maps depending on the workflow I use to texture my mesh.
Ok. For UV mapped objects that I import into Vue, the program just does its autoUV mapped mode by default. I don’t change anything other than replace the default color mapping for the terrain (in the material’s function editor) to a texture image map.
Or is it the distribution map node that refuses to UVmap itself?
Actually it is the same for all mapped objects whether I am using an image map or a distribution map or alpha or density or transparency map. What I just did is to alter the settings in the Image Scale and Image Offset to scale and position my map exactly where it should be. But this is a tedious exercise. I thought the essence of having Tiling Mode set to ONCE is to allow Vue to fit the grayscale map onto the mesh object.
I’ve always left tiling set to 1. I figured a UV mapped projected image couldn’t be tiled anyway.
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