Material scaling


#1

Today I decided that I needed to finaly get a handle on the material system in EI but everywhere I turn I’m confused. I’m trying to create a material library contained in a project final combined with the “Cube Scene” that was created and available for download from the repository on the EI web site (http://www.eitechnologygroup.com/wiki/Special:Files/).

As far as I can tell, I can’t successfully predict how a material will actually behave once applied to my model. When I apply various shaders and materials, to the “Cube Scene” described above, in order to create a desired material for use in a scene, say grass, that when I apply it to a scene that is 20000 units wide that the scaling is all over the place. In fact, it appears as though I have to make the materials more dense the bigger the model I apply them to. I would be chasing my tail if I had to do a preview render every time I applied a material to a model just to get the scaling right for the model. Sometimes I use up to 10 different shaders etc which all have to be scaled up to get it to the right scale! Is there a method to predicting the results?

Some help in understanding this would be greatly appreciated.

I am also participating in the CG Society lighting challenges, my attempts at them you can see on the below link

Neon & Chrome
http://www.gooddesign.com.au/Carpark_Project_7.jpg

http://www.gooddesign.com.au/Carpark_Project_8.jpg

Christmas
http://www.gooddesign.com.au/Christmas_project_1.jpg

buggsy


#2

The only way I can think of is to create a library where you really know the scales of the materials. i.e.

grass_meters.mtr

or something, for a metrials that is in meters. Than the matrials should fit at least objects, that are in meters. If you switch to another scale you would need to scale your shaders and textures accordingly.

A material scale function has been requsted many times in the past because of this issue.

Jens


#3

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.