kami wrote:For imported .3ds mesh objects it sometimes happens to me that you cannot rotate the texture via the real scale control. Is this something you are aware of? I did not find any rule when it's working and when not ... mostly it works fine.
The easiest workaround is to give that object a box mapping of 1x1x1m and rotate that, which works perfectly.
I would need to see one of these meshes. In the problem being reported above your post, it appears to be an issue with V5 not importing UVs correctly for an OBJ (or similar) import, which is something I have been seeing in the V5 builds. And quickly checking it with what you are saying, indeed, I cannot rotate the mapping when using realscale. However, if I apply an explicit mapping (spherical or whatever), then delete that mapping, then do a restore viewport (or adjust the texture tile, offset, etc), the correctly scaled and rotated realscale mapping is applied. But only once; rotation still does not work, unless I repeat this create/delete/restore routine.
kami wrote:Has it always been that you could use a 1m box mapping to adjust real scale mapping ? It is very helpful, especially if you just need to move a texture.
This should give you unpredictable results; the rule of thumb is: use realscale with no mappings, or do not use realscale. If a combination of the two works for you in a particular situation, no problem, but you should not rely on it.