UVW map Real world and tiling combined


#1

Hi,
I´m trying to add a noise bump map (non-real world scale) to a material that has a real world scale map in the diffuse slot. But it seems impossible to control how they finally render this way. The Viewport does not correspond with how it renders. It does not seem to work with individual map channels either. Is it possible at all to have Real world scale maps combined with non-real world scale maps in the same material?

How does Noise Size and Tiling relate to the object or assigned UVW mapping. I cannot figure it out with the Autodesk help section…

Thanks!


#2

3d maps display always different in viewport and renderer, regardless of real world size or not.


#3

Well, the main problem is that I have materials that consists of both real world scale bitmaps and non real world scale procedural maps such as noise maps etc. And they are a problem when I have a uvw map modifier applied to the object set to read either real world scale or not. How do you cope with theese issues?


#4

As Real world scale, uv or non uv - doesn’t matter for procedural maps. You’ll have to bake those maps or use a plugin like Peter Watje’s Noise 2D
http://maxplugins.de/


#5

Well, the main problem is that I have materials that consists of both real world scale bitmaps and non real world scale procedural maps such as noise maps etc. And they are a problem when I have a uvw map modifier applied to the object set to read either real world scale or not. How do you cope with theese issues?


#6

Ok, thanks for quick respons.

Regards
Johan


#7

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