#220700
has anyone made a MEL script yet that maps each poly face with the correct sized realworld uv coordinate lengths ?

of course each color map (color as most used channel) should have a definition of length, for example u = 1.2 meters (v is linearly scaled)

anyone ?
User avatar
By deadalvs
#222847
oh boy, this drives me crazy...

how should one texture 3d architectural stuff fast (and CORRECT) without realworld sized textures... ?!

i tried to script this now in a few attempts, but this is so tricky. it's depending on so many points !

did i miss a point in texturing with maya ?
User avatar
By DrMerman
#222893
Hey buddy! :D

I've actually been thinking about this, and have started putting together a little something. If you fancy testing it out I can send it your way in a few days, and we'll tweak it from there. It'll then be added to the scriptsuite along with a few other little things :)

Cheers,
Dr Merman
User avatar
By deadalvs
#222896
sounds like a plan ... :)

* * *

i started by my old script that just projects each selected object and then scatters the uvs so every part looks a little different in a rendering. no more repeating tiles into the depth of perspective.

ideas i had then:
calculate the area of the selected face in UV-space, calculate the area in real space (problem: works only after a proportional projection) and then scale the face based on the u-direction to the entered representing lenght in u direction (2 m or whatever).
actually each face must be run thru to get the material, check which amount of cvs it has, calculate the area, ..., to have it work

the remaining problem of course is that non-projected faces wouldn't work, so i gave up cos i have no more time left to play.

* * *

i also thought about scripting something that reminds old texture's names and their entered dimension and can recall this, as the format and resolution in Your suite.

* * *

[[
what also stays open after the uv-scale is corrected, is where the teture should be placed (starting tiles). i'm currently working with a gabiones facade in my diploma project ( http://www.maxwellrender.com/forum/view ... hp?t=22559 ) where i chose to model the facade first with the correct proportions with just an added stone material, then duplicate the stones, offset the faces 1cm and add a wire material.
of course, then, the wire material which should have 10x10 cm holes is not yet placed correctly and has to be moved to fit the geometry...
of course it looks horrible when the wires are placed randomly...
]]


* * *

i'd be honored to help !
User avatar
By DrMerman
#222913
Deadalvs,

I think we're thinking along the same lines for this. I've been considering implementing a system where the user can add presets to the script, (e.g. a wooden floor material, with a real-world scale of 2mx2m) and then drag and drop it onto an object. The script would then auto-project the object in order to correctly display the texture. You could include options for random offset etc.

I'll be able to spend a bit of time on this in the week, so I'll keep you updated :)

Cheers,
Dr Merman
User avatar
By deadalvs
#239898
hmm. i'm again on a project where i could use realworld-scaled textures in maya.

any news in this area ?

could someone comment the «polyPlanarProjection» command and how the -worldSpace flag should work ?

greece...

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