Everything related to http://resources.maxwellrender.com
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By Tim Ellis
#183490
Cheers Fernando, it was getting real late when I posted.


Maybe Tom or an A-Team member can shed some more light on real scale.

I've not had chance to run any tests today, I'm afraid. Will post back here when I have.

Tim.
User avatar
By Kabe
#183536
I don't have time to do it myself now, but this should be easy to check.
Just save the same texture twice with different dpis... however, JPGs don't
save resolution anyway afaik.

In theory, it should be independent of dpi, because it should match the tile
image to some absolute dimension no matter how many pixels the map has.

Kabe
By kraemerJK
#183737
Well, I did some tests yesterday. The actual pixel size doesn´t change anything, as to be expected.

I am still witnessing the effect that with some maps I have to use real scale in decimeters and with some others I can enter the value in meters.

I am off it currently and stick to the standard way of mapping and generating UV Coordinates. That for sure is better to control, at least until I understand the real scale function ....
By lllab
#183777
hi tim
arroways texture have 9x9m in realworld.the just know it because they photographed it.

they suggest using a 9x9m projector.

but this method has nothing to do with "realscale". thats what i dont understand. what and how shall this realscale work???

as i see it only works with a texture where you know what size it should have from real world, and then putting in the same size in your 3d app.

p.e. if you have a panel 2x1m and a texture of it, you should use a 2x1m projector of course.

cheers
stefan
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