By JDHill
#322542
No, if you have real scale enabled in your Maxwell textures, it will cause the render not to match what is seen in the Cinema viewport. For non-polygon objects, you would achieve it (real scale functionality) by using the scale of your texture tags; the UVs they generate are independent of the objects they are attached to. For polygon objects, I am not aware of any way of doing it, since you must scale the object to change its size, and this also scales the UVs generated by its texture tag.
By bjorn.syse
#322544
Ok, thanks! I'm totally new to both c4d and polygons, at least when it comes to texturing and UV's and such. Not even sure what that means yet,. :oops:
it will cause the render not to match what is seen in the Cinema viewport.
btw. what do yo mean by this? What will I see in my render?
By JDHill
#322549
What I mean is that the texture tiling seen in the Cinema viewport, for your Maxwell materials, will not match what you will see in the render, if you have real scale enabled in their textures.

For normal Cinema generator objects (i.e. cube, sphere, etc., not polygon objects imported or created using 'make editable'), here is how you might go about achieving real scale:
  1. set the document units to meters (preferences > units)
  2. make sure the materials and attributes managers are open
  3. make a cube and set its size to 1m x/y/z (in object > size, not coord. > scale)
  4. select the cube, right-click in the viewport, and choose 'frame selection'
  5. add or create a textured Maxwell material and open it in the plugin's material editor
  6. disable real scale for all its textures (hold down CTRL to affect all textures in the current BSDF, SHIFT for all in the current layer, or ALT for all in the material)
  7. drag the material onto to the cube
  8. select the material's texture tag (the material is in the material list, the texture tag is what is attached to the object; objects have texture tags, texture tags have materials)
  9. set the tag to use cubic projection
  10. set the tag's size 0.5 m x/y/z (coordinates > size)
At this point, the texture should be tiled 1:1 with the cube. Now, if you resize (resize, not scale) the cube, you should see the texture remains 1.0 m x/y/z in size. If you then copy the texture tag to another object, the UVs it generates should still be 1.0 m x/y/z on that object, regardless of its size. I am not sure why you need to set the texture to 0.5 x/y/z m in step 6; my assumption would be to set it to 1.0 m, but that's apparently not how it works.

And again, like I said before, this does not apply for polygon objects, since scaling an object alters the UVs generated by its texture tag (that's why I say resize, not scale, in step 3 above).
By bjorn.syse
#322640
Ok, whoa that's a hell of a process. I'm not sure I need it in this scene, I've just come to default using real scale in all my material because it often make sense,.
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