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Real Scale

Posted: Wed Jan 25, 2012 12:27 am
by jimminy
I know there are some glitches with real scale materials when importing to Studio from apps like Rhino.

Seems like it should be possible to delete the UV set then create a new one and have MS materials then function correctly? It doesn't seem to work but I honestly don't know if I'm just doing something else wrong or if it's part of the glitch.

Re: Real Scale

Posted: Wed Jan 25, 2012 3:51 pm
by Mihai
What happens when you apply the realscale material to your object? You should get a pop up asking if you want to normalize the UV sets of your objects in order for real scale to work. If you click yes in that pop-up you can check if the UV sets have been normalized - switch to UV selection mode and select a UV set in the list. It should have become 1 meter in size.

See the bottom of this page for more info:
http://support.nextlimit.com/display/ma ... +in+Studio

Re: Real Scale

Posted: Mon Apr 30, 2012 8:02 pm
by jimminy
Sorry Mihai, I lost track of this thread. I've looked those instructions over more times than I can count but I still can't get this to work like I think it's describing.

For an example I brought a simple block made in sketchup into Studio. It was unequal in X,Y, & Z and had a texture applied to it. In sketchup everything is real scale so I don't know how that's translated.

When opened in Studio the sketchup texture is there at the correct scale, with a locked UV Projector that can't be scaled or moved or manipulated because it's locked. When I unlock it and make it a cubic mapping, it makes the scale 1,1,1 and the gizmo takes the shape of the block, distorting the map. I can't even undo back, it stays distorted so it goes back to being locked, but with the new scale.

If instead of unlocking it with the sketchup texture still applied, I apply one of my maxwell real scale materials, I select "yes to all" in the dialog box that says something like "absolute scale requires..." (and I can't read what it says because the text is longer than the dialog box, I assume this is what you mean when you say " You should get a pop up asking if you want to normalize the UV sets of your objects in order for real scale to work".), my texture applies nicely proportioned (not distorted), but the scale is not correct, something close to half what it should be.

In this case I need to correct it, so I have to unlock it. I make it a cubic map and it's toast. The map scales way up in size, but the scale reads 1,1,1. If I normalize from here I get values like .012,.051,.006 so the entire map is timy. From here I can at least scale it into place, but this entirely defeats the point of real-scale mapping.

I thought maybe the UV was just screwed up somehow because it came from sketchup, but removing it and adding a new one in studio doesn't change the behavior at all.

Re: Real Scale

Posted: Mon Apr 30, 2012 8:57 pm
by Mihai
If you need to edit those locked UVs for some reason:

1. Change the UV from locked to cubic. Don't panic now, Studio just created a cubic UV set the size of the objects bounding box.
2. Click the normalize button. This will scale that cubic UV set to 1mx1mx1m. It's ready now to receive a 'real scale' material.
3. Apply a real scale material to the the object (ie, where the tiling is set to meters instead of relative). Studio may tell you it needs to normalize the UV sets applied to this object. Hit no or yes, doesn't matter since you already normalized the UVs yourself.

That's all there is to it. Now you can change the tiling of your material and it should update correctly in the viewport as long as you keep the tiling set to meters, not relative.

The main thing is: the object needs a UV set that's 1 meter in size for the meter tiling of the textures to work correctly.

Re: Real Scale

Posted: Wed May 02, 2012 2:58 am
by jimminy
The problem is that step 2 doesn't work as you say it should when I do it. It doesn't scale to 1x1x1 meter, it goes microscopic. The scale of the UV jumps to .006,.005,.021

In the cases where it seems the behavior is different from person to person I like to just send a file, so that's what I did, please check your inbox and see if things work for you.

Thanks!

ps. I can't seem to use fire in Studio without very frequent crashes. Am I the only one? This applies to 2 different machines I've used in the last month. They are similar machines, but have different processors.

pss. JUST before I sent this I screwed around with it a bit more. I happened to hit the reset button for the object in question, then hit the normalize button again. The scale settings for the UV didn't change, but the texture seems to be scaled correctly on the object. Weird.

Re: Real Scale

Posted: Wed May 02, 2012 4:12 am
by Mihai
jimminy wrote:The problem is that step 2 doesn't work as you say it should when I do it. It doesn't scale to 1x1x1 meter, it goes microscopic. The scale of the UV jumps to .006,.005,.021
The UV scale you see there is not a 'real' scale, it's always relevant to the object it's applied to, so ignore that. If it says 0.5 for example it just means it's half the size of the object it's applied to, no matter the size of the object. So in your case it means your object is huge, perhaps too big?

Take a look at this page:
http://support.nextlimit.com/display/ma ... +in+Studio

"Working with real scale textures" towards the bottom.

How to check if your objects have been exported at the right scale:
http://support.nextlimit.com/display/ma ... cene+scale

Re: Real Scale

Posted: Wed May 02, 2012 4:42 am
by Mihai
I looked at your scene, there is something strange with that object, I have to first hit Reset in the object parameters, then the steps above work as described. Otherwise when you hit Normalize the cubic UV set that's supposed to be 1m is much smaller. How was it created/exported?

Re: Real Scale

Posted: Wed May 02, 2012 6:52 pm
by jimminy
That's what I was experiencing too.

That object was imported from Sketchup, though I know I've had a lot of the same problems with objects created and textured in Rhino, then imported to Studio, which is my normal work-flow.

The issue may simply be happening when I do textures in a modeller, then export to Studio and try to manipulate or change the materials there. The textures come in and show correctly in studio (textures that were applied in the modeler) until I unlock the UV in Studio. I'll experiment in Rhino to see if the same thing happens when I get a chance.