- Sat Mar 24, 2012 3:35 am
#354168
They come in as locked because they have the UVs assigned by the modelling application. Why not do the mapping there instead though? It's pretty straight forward working with real scale in Sketchup (basically make sure the tiling is set to 1 for all the textures in your material, and use the size setting of the native Sketchup material that the Maxwell material is tied to).
If not, when you change from locked to cubic UVs, you are essentially creating a new UV set, which is set to the same size as the objects bounding box. To make real scale textures work ok, you click the normalize button, and this will scale that cubic UV set to a size of 1m. That's all basically. You can now apply a textured material, change the tiling from Relative to Meters. In meters, if you set the tiling to 0.5 it means the texture will be tiled once every half a meter. So, if you have a texture that's supposed to cover an area of 8.5 meters, just set the tiling to 8.5 and make sure you are in Meters, not in Relative tiling.
If not, when you change from locked to cubic UVs, you are essentially creating a new UV set, which is set to the same size as the objects bounding box. To make real scale textures work ok, you click the normalize button, and this will scale that cubic UV set to a size of 1m. That's all basically. You can now apply a textured material, change the tiling from Relative to Meters. In meters, if you set the tiling to 0.5 it means the texture will be tiled once every half a meter. So, if you have a texture that's supposed to cover an area of 8.5 meters, just set the tiling to 8.5 and make sure you are in Meters, not in Relative tiling.
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