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:: Scaled Materials

Posted: Sat Feb 11, 2006 4:44 pm
by bakbek
Regarding the materials, i have one very important wish here - Having materials that save Scale information.

The projection method is good for many things, but for quick and repetitive material work for standard surfaces such as walls, cladding, floors, tiles and the list goes on.... the better solutions and by far the more convenient via drag and drop method is saving the scale of the texture map inside the material itself.

If one works in scale... the all he needs the is choose the material he needs, say... Travertine flooring tiles 40cm x 40cm he saved before and drop it on the surface, without the need to map it again or change the projection to fit a new size. need 100cm x 100cm, just choose that presaved material...

Posted: Sun Feb 12, 2006 10:54 am
by MickyMicky
:idea: good point ! ... scale should be part of the material definition ...

Posted: Tue Feb 14, 2006 8:00 pm
by Xlars
Yes, I agree totally agree. This would be a very powerfull feature especially for Maxwell where every object is (or should be) in real world size:. I guess you mean something like "Real-World Mapping" in 3ds max? Here is a quote from the standard 3ds max help:

"Real-world mapping is an alternative mapping paradigm in 3ds Max that is off by default. The idea behind real-world mapping is to simplify the correct scaling of texture-mapped materials applied to geometry in the scene. This feature lets you create a material and specify the actual width and height of a 2D texture map in the Material Editor. When you assign that material to an object in the scene, the texture map appears in the scene with correct scaling.

For real-world mapping to work, two requirements must be met. First, the correct style of UV texture coordinates must be assigned to the geometry. Essentially, the size of the UV space needs to correspond to the size of the geometry. To this end, a new option called Real-World Map Size has been added to many of the dialogs and rollouts that let you generate texture coordinates (see list at the end of this topic). Any dialog or rollout that lets you turn on Generate Mapping Coords also lets you enable Real-World Map Size. Also, you can toggle this option globally on the Preferences dialog > General panel.

Most object parameters settings now include a Real-World Map Size toggle.

The second requirement is available in the Material Editor. All 2D texture maps, such as Bitmap, provide a Use Real-World Scale check box on the Coordinates rollout. Like Real-World Map Size, this check box is off by default, but when on, the U/V parameter names change to Width/Height and the Tiling label changes to Size. You can then specify the horizontal/vertical offsets and size of the texture map in current system units."

Here is a post about this not working in Maxwell (I thought it was suppose to so I reported it as an error, but never really got any answers):
http://www.maxwellrender.com/forum/view ... highlight=

This is one of those features that could put Maxwell even more in front of its compeditors IMO and I hope that it is possible to implement.

Re: :: Scaled Materials

Posted: Wed Feb 15, 2006 11:38 am
by stonelli
Bakbek, I couldn't agree more. I posted a symilar request on
http://www.maxwellrender.com/forum/view ... 747#119747
Hopefully NL will see the light.
Stefano