By stonelli - Wed Jan 25, 2006 12:33 pm
- Wed Jan 25, 2006 12:33 pm
#114339
Here is how MS and Max8 (with real world mapping) work.
In MicroStation the program assumes the proper mapping and is, more often than not, correct. What is missing is the ability to give a specific type of mapping to a selected object.
If the program maps incorrectly you are kind of out of luck...
The tiling of the map is set in the material definition and the origin can be offset but is automatically set to the origin of each element being mapped (MS falls apart because it does not allow mapping control on the individual level but, hopefully, that is forthcoming), in the upcoming XM version, the tiling will be set in the material definition and will be in real world units. If you have a material in '-" and are working in m or mm, MS will know how to properly map it.
In Max 8 you can use the real world mapping. When you do that, the program will automatically assign a cubic UVW of 1,1,1 to all objects and then, in the material properties, you can set the tiling and offset in whatever your system (I believe) units are (Unlike MS-XM you are tied to your unit settings, I don't know whether a material done for metric would know how to rescale itself if pulled into a British units scene). The nice thing is that in Max you can assign UVW at the individual element level, thus overriding the assumed cubic mapping.
Now to Studio... Unless I am just misunderstanding the way it works, there seems to be no way that you can make a material and just use it in any given scene, without having to create mapping coordinates for the layer you plan to use it on and synching the material mapping to the UVW mapping. I think this is draconian...
If I am misunderstanding, can someone who gets it explain how to work a la MS/Max?
If I am correct and you agree with me, can you confirm it in the thread, to get NL thinking??
Thank you
Stefano
In MicroStation the program assumes the proper mapping and is, more often than not, correct. What is missing is the ability to give a specific type of mapping to a selected object.
If the program maps incorrectly you are kind of out of luck...
The tiling of the map is set in the material definition and the origin can be offset but is automatically set to the origin of each element being mapped (MS falls apart because it does not allow mapping control on the individual level but, hopefully, that is forthcoming), in the upcoming XM version, the tiling will be set in the material definition and will be in real world units. If you have a material in '-" and are working in m or mm, MS will know how to properly map it.
In Max 8 you can use the real world mapping. When you do that, the program will automatically assign a cubic UVW of 1,1,1 to all objects and then, in the material properties, you can set the tiling and offset in whatever your system (I believe) units are (Unlike MS-XM you are tied to your unit settings, I don't know whether a material done for metric would know how to rescale itself if pulled into a British units scene). The nice thing is that in Max you can assign UVW at the individual element level, thus overriding the assumed cubic mapping.
Now to Studio... Unless I am just misunderstanding the way it works, there seems to be no way that you can make a material and just use it in any given scene, without having to create mapping coordinates for the layer you plan to use it on and synching the material mapping to the UVW mapping. I think this is draconian...
If I am misunderstanding, can someone who gets it explain how to work a la MS/Max?
If I am correct and you agree with me, can you confirm it in the thread, to get NL thinking??
Thank you
Stefano
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The views expressed above are my own.
No recommendations or liabilities are implied.
The views expressed above are my own.
No recommendations or liabilities are implied.

- By Jochen Haug