- Fri Feb 25, 2011 1:45 pm
#338460
UV's do not change the scale of the Geometry... the easiest way I can explain it is the geometry exists in a coordinate system of XYZ and every vertex/point has a particular coordinate within a larger XYZ world -- so the concept of scale for geometry is really only a concept of how big the faces that are defined by those vertex/points are in relation to the world system.
2D graphics also have a coordinate system which is XY, but because those mean something specific in the 3D world system the program needs to use different letters to assign to the 2D coordinates the letters UV are it.
So basically what it amounts to is the geometry can have any "scale" and the UVs can have any "scale" and the tiling can have any "scale"... so to be able to have a frame of reference for scale and tiling at least 2 of them must be normalized.
We already know that your geometry should be correct in scale and we know what that scale is and it is equal to 1m =1m, or if you prefer 1cm=1cm... it's a 1 to 1 ratio with real world essentially (but may not be if you are using scaled components as they remember their transformations from their original size).
The problem here as I see it is you seem to not have your UV's normalized and you also seem to have your tiling not normalized -- one of them needs to be 1 to 1 (square as you say) to be able to accurately scale the other.
From where you are now I would say the simplest thing would be the set the tiling in MXED to 1 and 1 relative and scale the UV's until you reach the correct size... since you have a dedicated UV editor this should be possible.
However, My preference would be to set the UV's to 1m x 1m and set the tiling in MXED to meters and use the correct size (.0676m x .0298m) there -- the reason you use one meter by one meter UV's is because the tiling in MXED is based on that same meter scale, the UV's being square is a good thing because is gives you a constant coordinate system that is not distorted to tile your 2D graphic on.
1m = 100cm = 1000mm so the fact that you are wanting to set your tiling in mm is not problem at all as the conversion is easily accomplished... and Maxwell can easily accommodate your desired precision by simply typing it as .0676m x .0298m.
IF your UV's are in fact .0676m x .0676m then you are correct your current tiling settings should work -- however since you are only assuming that they are they very well may not be unless you explicitly set them that way, because as I said earlier they can be any scale or aspect ratio and you won't know what it is unless you set them explicitly.
I don't use your UV editor so I don't know the particulars of how it works -- but if the setting of displacement size is giving wrong results then one (or more) of the 3 variables (geometry, UV, tiling) is the most likely culprit... based on the feedback you are giving here it is either geometry or UV scale (or both) is not correct.
The fastest way to know if your geometry is out of scale is to normalize the UV's (1m x 1m) and set the tiling in meters to .0676m x .0298m -- if the results are wrong then your geometry is not to scale because the other 2 variables are accounted for.
If all 3 variables are to real world scale then displacement height in cm (mm) should work perfectly.
Best,
Jason.
2D graphics also have a coordinate system which is XY, but because those mean something specific in the 3D world system the program needs to use different letters to assign to the 2D coordinates the letters UV are it.
So basically what it amounts to is the geometry can have any "scale" and the UVs can have any "scale" and the tiling can have any "scale"... so to be able to have a frame of reference for scale and tiling at least 2 of them must be normalized.
We already know that your geometry should be correct in scale and we know what that scale is and it is equal to 1m =1m, or if you prefer 1cm=1cm... it's a 1 to 1 ratio with real world essentially (but may not be if you are using scaled components as they remember their transformations from their original size).
The problem here as I see it is you seem to not have your UV's normalized and you also seem to have your tiling not normalized -- one of them needs to be 1 to 1 (square as you say) to be able to accurately scale the other.
From where you are now I would say the simplest thing would be the set the tiling in MXED to 1 and 1 relative and scale the UV's until you reach the correct size... since you have a dedicated UV editor this should be possible.
However, My preference would be to set the UV's to 1m x 1m and set the tiling in MXED to meters and use the correct size (.0676m x .0298m) there -- the reason you use one meter by one meter UV's is because the tiling in MXED is based on that same meter scale, the UV's being square is a good thing because is gives you a constant coordinate system that is not distorted to tile your 2D graphic on.
1m = 100cm = 1000mm so the fact that you are wanting to set your tiling in mm is not problem at all as the conversion is easily accomplished... and Maxwell can easily accommodate your desired precision by simply typing it as .0676m x .0298m.
IF your UV's are in fact .0676m x .0676m then you are correct your current tiling settings should work -- however since you are only assuming that they are they very well may not be unless you explicitly set them that way, because as I said earlier they can be any scale or aspect ratio and you won't know what it is unless you set them explicitly.
I don't use your UV editor so I don't know the particulars of how it works -- but if the setting of displacement size is giving wrong results then one (or more) of the 3 variables (geometry, UV, tiling) is the most likely culprit... based on the feedback you are giving here it is either geometry or UV scale (or both) is not correct.
The fastest way to know if your geometry is out of scale is to normalize the UV's (1m x 1m) and set the tiling in meters to .0676m x .0298m -- if the results are wrong then your geometry is not to scale because the other 2 variables are accounted for.
If all 3 variables are to real world scale then displacement height in cm (mm) should work perfectly.
Best,
Jason.
My Video Tutorials: Maxwell Render 3 Materials