Map Tiling
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Map Tiling
First topic message reminder :
i dont know kung na discuss na to dito... as i encounter always pag nag te-texture sa max... i always set the tiling between 0.01-0.05 to get the right tiling... pag ni-set ko kase sa 1 or higher sobra syang masinsin (maliit) and as per arkhithekthura's stucco wall material settings, he set his texture at 6 and 4 w/c is too small na nung ginaya ko.. anyone knows??
i dont know kung na discuss na to dito... as i encounter always pag nag te-texture sa max... i always set the tiling between 0.01-0.05 to get the right tiling... pag ni-set ko kase sa 1 or higher sobra syang masinsin (maliit) and as per arkhithekthura's stucco wall material settings, he set his texture at 6 and 4 w/c is too small na nung ginaya ko.. anyone knows??
Re: Map Tiling
Who's he?
As I mentioned. 6 or 4 or .01 or .05 is neither right nor wrong.
A tiling of 6 means that he wants to compress six repitions of the bitmap within a particular area. So if you have a six meter concrete wall that you wanted to map with a one meter texture - then a "6" value in the tiling would work.
A lesser than "1" vaue in the tiling parameters means the bitmap will be enlarged or zoomed. This would happen in situations when you have a 600 meter bitmap (its not really the size its the details inside it) that you would want to map to a six meter wall. If you set the tiling to the default "1", the six hundred meter bitmap will be compressed down to fit the size of the six meter wall. So the details inside the textures will be shrinked down.
To make a six hundred meter bitmap match the six meter wall - you'd need to lessen the tiling to 100th (or .01) of its original tiling value and map only using a part of the original texture. This less than "1" tiling thing has the same effect with setting it to 1 and using the Cropping Placement capability of max's bitmap loader.
This is what's happening in Erick's case. And sometimes it is really difficult to explain the simple ones.
The gospel for today would be - use real world scales when you work with max - specially for arkiviz.
As I mentioned. 6 or 4 or .01 or .05 is neither right nor wrong.
A tiling of 6 means that he wants to compress six repitions of the bitmap within a particular area. So if you have a six meter concrete wall that you wanted to map with a one meter texture - then a "6" value in the tiling would work.
A lesser than "1" vaue in the tiling parameters means the bitmap will be enlarged or zoomed. This would happen in situations when you have a 600 meter bitmap (its not really the size its the details inside it) that you would want to map to a six meter wall. If you set the tiling to the default "1", the six hundred meter bitmap will be compressed down to fit the size of the six meter wall. So the details inside the textures will be shrinked down.
To make a six hundred meter bitmap match the six meter wall - you'd need to lessen the tiling to 100th (or .01) of its original tiling value and map only using a part of the original texture. This less than "1" tiling thing has the same effect with setting it to 1 and using the Cropping Placement capability of max's bitmap loader.
This is what's happening in Erick's case. And sometimes it is really difficult to explain the simple ones.
The gospel for today would be - use real world scales when you work with max - specially for arkiviz.
Last edited by v_wrangler on Tue Apr 07, 2009 9:25 pm; edited 1 time in total
Re: Map Tiling
v_wrangler wrote:Who's he?
As I mentioned. 6 or 4 or .01 or .05 is neither right nor wrong.
A tiling of 6 means that he wants to compress six repitions of the bitmap within a particular area. So if you have a six meter concrete wall that you wanted to map with a one meter texture - then a "6" value in the tiling would work.
A lesser than "1" vaue in the tiling parameters means the bitmap will be enlarged or zoomed. This would happen in situations when you have a 600 meter bitmap (its not really the size its the details inside it) that you would want to map to a six meter wall. If you set the tiling to the default "1", the six hundred meter bitmap will be compressed down to fit the size of the six meter wall. So the details inside the textures will be shrinked down.
To make it a six hundred meter bitmap match the six meter wall - you'd need to lessen the tiling to 100th (or .01) of its original tiling value and map only using a part of the original texture. This less than "1" tiling thing has the same effect with setting it to 1 and using the Cropping Placement capability of max's bitmap loader.
This is what's happening in Erick's case. And sometimes it is really difficult to explain the simple ones.
The gospel for today would be - use real world scales when you work with max - specially for arkiviz.
ahhh now i understand... baka nga naka uvwmap pa sya dito... im working with autocad linked geometry thats why i attach materials thru layer select... try ko lagyan ng uvwmap muna den lets see if that really work... thanks again the "V"
Re: Map Tiling
supporting vertex's reply. ito lang ibig sabihin ng 6 at 4 sa uv. meaning anim at apat na beses syang inulit.
Pagnakacheck naman ang real world scale ibig sabihin, 1 divide by 6 = 0.16666 at 1 divide by 4 = 0.25. kaya ganyan ang values.
in short, ung ginagawa mong 0.1 at 0.5 ay 10 at 2 respectively kung hindi nakacheck ang use real world scale.
i suggest that you do the test. prepare a very simple scene and run the numbers. makukuha mo kagad yan. good luck!
Pagnakacheck naman ang real world scale ibig sabihin, 1 divide by 6 = 0.16666 at 1 divide by 4 = 0.25. kaya ganyan ang values.
in short, ung ginagawa mong 0.1 at 0.5 ay 10 at 2 respectively kung hindi nakacheck ang use real world scale.
i suggest that you do the test. prepare a very simple scene and run the numbers. makukuha mo kagad yan. good luck!
Re: Map Tiling
bokkins wrote:supporting vertex's reply. ito lang ibig sabihin ng 6 at 4 sa uv. meaning anim at apat na beses syang inulit.
Pagnakacheck naman ang real world scale ibig sabihin, 1 divide by 6 = 0.16666 at 1 divide by 4 = 0.25. kaya ganyan ang values.
in short, ung ginagawa mong 0.1 at 0.5 ay 10 at 2 respectively kung hindi nakacheck ang use real world scale.
i suggest that you do the test. prepare a very simple scene and run the numbers. makukuha mo kagad yan. good luck!
sir boks.. when i check "use real world scale" the same map will become 2000+ in its value... millimeters po kase gamit kko.. now i understand, naka meters tong si bossing jeff.... case solved mga sirs....thanks a lot
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