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Material question

Posted: Fri Jun 24, 2011 7:04 pm
by Jay325
So I don't know that I'm going to do a good job explaining my questions but here goes.

When I apply a material it doesnt seem to "fit" the geometry it is attached to? So for example I have a ground plane and attach a tile material, rather than there being nicely laid out tile it's just large stretched out tile????

I'm rendering jewelry which shrink to as close to actual size, so all the materials I apply look abnormal.. Another example is if I applied a scratched silver to a ground plane the scratches would be HUGE and again not looking properly sized???

Is there a check box I am missing that sizes the material appropriately to the size of the geometry??

Thanks for any assistance :)

Re: Material question

Posted: Fri Jun 24, 2011 7:09 pm
by Half Life
You'll need to adjust the UV mapping and/or the material texture projection properties to be at the appropriate scale for your needs.

There is the normalize option for UV's (in Studio) to set the UV at 1m x 1m, but you would also want to set the texture map projection properties to be the actual "real world" size (in MXED).

This video may help some: http://think.maxwellrender.com/_362.html

One bad mistake in the video is I got my X and Y mixed up for the Cartesian Coordinate system... I demoed it right but said it wrong -- mistakes sometimes make it into these things, but it is worth pointing out.

Best,
Jason.

Re: Material question

Posted: Sat Jun 25, 2011 12:11 am
by Jay325
I watched your vid Jason but it doesnt seem to change anything when I change those numbers? Unless I can NOT edit the material from within the studio which is what I was trying to do?

Re: Material question

Posted: Sat Jun 25, 2011 12:50 am
by Half Life
You should be able to change any material properties in Studio exactly as in MXED -- could you post a screen capture of what you are trying to do? The material (or its settings) would be helpful too.

Also, do you have the UV's unlocked and normalized (cubic is usually the most versatile)?

Actually I have a better solution, here's a simple scene with a tile material -- download it and see if you can change the tiling here...

There are 4 separate places where the repeat (projection properties) should be changed:
1) Global Bump
2) Grout Color Layer Opacity Map
3) Shine Layer Bump
4) Tile Color Layer Bump

This scene has the UV's normalized (under Object Parameters > UV Sets) and set to cubic, which should allow you to specify how the texture image(s) are mapped in meters. The floor is currently 3m x 3m and the repeat value in the material is 2m x 2m -- which means we have floor with 15 x 15 20cm tiles (since the texture image is 10 x 10 tiles).

Best,
Jason.

Re: Material question

Posted: Wed Jun 29, 2011 12:47 am
by Jay325
This is so frustrating... Jason I dearly appreciate your help and apologize for me lack of knowledge in this damn program, even after watching the spotty videos....


So am I understanding correctly Jason, I need to change numbers in FOUR locations just to get the texture to fit the geometry I am applying it to? I have not been able to change the parameters you suggest because I'm.....well slow...I guess, perhaps maxwell is just over my head..

And for some reason I dont seem to have all the options you have under UV sets? The Plane1x1 is your scene and I imported the plane 2x2 from the library. Why is it I dont have the options you do next to and below the word cubic??

Image
Image

Re: Material question

Posted: Wed Jun 29, 2011 2:08 am
by Half Life
It's OK, what you need to do is select the "Plane2x2 projector 0" (from the UV set list) and then select cubic (and then normalize)... right now the readout is for a unspecified/non-existent UV.

Modifying the scale of the UV would save you having to edit the materials map tiling parameters for each map, but the math can be a bit tricky to know what "actual size" is... If you intend to adjust the tiling size via UV scaling then the texture maps in the material should all be set to 1 x 1 relative, to make your life easier.

Since it sounds like you want to do some pretty precise stuff as far as scale, I find the approach of setting the UV to "Normalize" and just setting the tiling in the material parameters to be the easiest/most logical way to precision... in previous versions of Maxwell this approach was known as "Realscale" materials. One nice thing about "Realscale" materials is once you set up the material parameters all you have to do is "Normalize" the UV's and it will be right... which saves people having to muck about in the UV settings.

Also, one important thing to know is the primitives are not talking about size when they say 2 x 2, 4 x 4, ect. -- they are talking about subdivision levels (which is useful for displacement)... all the primitives come in 1m x 1m.

UV's are a tricky subject for lots of people and Studio certainly has it's learning curve... but once you "get it" you will appreciate how simple it all really is :D

Best,
Jason.

Re: Material question

Posted: Wed Jun 29, 2011 10:38 pm
by Jay325
Thank you SO MUCH for your patience Jason that did the trick I can now scale the tiles up by hitting normalize or make them much smaller by hitting "adjust" then scaling down to the size I want within the UV parameters.

I'm not really sure how, why or even if that is the proper way of doing it but I do know I need to learn more about UV sets and material creation as I think that will also help.

Thanks again for helping me through this and hopefully someone else finds something useful out of this.

Jay