Jay325 wrote:Jason I can't seem to use your material?
The links above are all useful -- and I will say this is a very common problem (linking textures) which as you build up experience you don't even notice... I had the same issue when I download the texture from the Maxwell resources website (missing texture popup).
The easiest solution is simply to drop the textures into the same folder as the MXM -- which isn't always possible with large MXM libraries due to conflicting texture names.
I always open a newly downloaded MXM in MXED and save it back out from there just to update the paths to my machine(s).
As far as the plane UV's:
UV's are a old but still advanced issue for 3D artists -- one which can cause alot of confusion even for otherwise advanced users. This is not really a Maxwell issue as it is not really much better in many other applications. Unfortunately UV's are a necessary evil we have to deal with to get the results we want.
The function of UV's is to control how 2D textures are mapped to 3D surfaces... think of it like wrapping Christmas presents. The Geometry is the present and the texture used in the material is the wrapping paper. Obviously not everything is a simple shape and some things are going to be easier (and better looking) to wrap than others.
Maxwell Studio has a semi-complex UV control system, which if you invest time into mastering you can use to great effect for most objects (complex organic shapes like people need external software). As part of that system they have the option of using RealScale...
To use RealScale (which is a UV control simplification system for Maxwell) you need to set the UV projector of the relevant object (in this case a plane) to "Normalize". I tend to use the "cubic" UV type since it is the least "fiddly" and will work on almost any object pretty well.
So the workflow would go like this:
- Apply the material to the plane.
- Select the plane from the objects list.
- Go to the Objects Parameters panel, to the UV Sets subheading.
- Set the type for Cubic.
- Click the Normalize button.
From this point you can forget about UV's. If you need to change the scale of the texture tiling, you do so directly inside the material via the Texture Picker by changing the X and Y tiling scale (in meters) -- in this case you would have to modify 5 textures:
Base layer:
Reflectance 0
Reflectance 90
Displacement
Specular layer:
Layer opacity
Roughness
Now that may sound like alot of manual work, but the advantage is you can pretty much avoid dealing with UV editing altogether.
Bear in mind there are a couple of ways to deal with the UV/texture tiling issue -- Real Scale is just one of them, but it's the one that allows you to understand the least about UV's and still have good control over the results.
Best,
Jason.