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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 18 2:02 am)



Subject: UVMapping, or Material Room? Question about texture 'scale'


pakled ( ) posted Sun, 11 November 2007 at 3:07 PM · edited Sat, 18 January 2025 at 12:48 AM

file_393145.jpg

I'm trying to UVMap materials to objects, in order to make various rooms and corridors for Poser. Now, (and this isn't Poser, but bear with me). I create the basic shape in Wings, then UVMap the individual parts by what material they should take (each different material gets a different UVMapping). I know that there's probably a whole arcane art of making textures fit the 'scale' of a piece, and I do see where some of the mappings don't work. I'll bother the Wings folks about that..;)

Now, bringing the whole thing into Poser, I get a very large UVMapping (i.e., if you wanted a grill, you get a grid of large holes instead). What I want to do is 'tighten' it, so that the texture actually becomes more detailed, and on a smaller scale. In Bryce, you can do this (for example), but going from Parametric (often the default) to World Cubic (which maps the texture several times smaller. You see the seams, but that's progress)

Here's an example. Just a riff off Moebius' curved corridor (don't know what it's called, but you probably know the model I'm talking about). Both probably started off as a torus, sliced and diced to start off with.  Each of these textures should be finely detailed, and bring some character into the walls, ceiling, and floor.

instead, I get a 'washed out' look to each. So's I thought; maybe there's a way to scale the textures in the Material room (P5), so that you get the details back. Fiddled around with some nodes, but not seeing anything that would take a mesh and 'compress' it on the screen.

I'm thinking that perhaps I need to cut the model into sections to get the scale I'm looking for (on the modeling side), but I was wondering; is it possible to do this in the Material room? Failing that, are there any intermediate tutorials (I'm at the 'Jackson Pollock' stage of UVMapping, throw a bucket of paint at the model, and hope it sticks in the right places...;)

I'll go to the UVMapping forum if that's where I should go, but thought there'd be enough cross-polination to ask here first.

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


dvlenk6 ( ) posted Sun, 11 November 2007 at 3:42 PM

World Cubic in Bryce?
That's mapping for objects that have no UVs. You should use 'Parametric scaled' for UV mapped objects instead.


Poser:
U_scale and V_scale in the 'image map' node. Smaller is more tiles; i.e. .5 U and .5 V will tile the texture 2 time in each direction. .25 U & V for 4 tiles each direction.
If your texture is seamless, you shouldn't even see the seams; but if you tile too much, you will get Moire patterns.

Friends don't let friends use booleans.


pakled ( ) posted Sun, 11 November 2007 at 5:10 PM

hmm...saw that, just couldn't figure out how to change the numbers. Thanks, I'll give it a whirl.

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


pakled ( ) posted Sun, 11 November 2007 at 6:29 PM

file_393155.jpg

well...I'm definately heading in the right direction. Can't prove it, but I'm beginning to think that where you UVMap, and how large the polygons are, is a big key to getting the right effect.

Here's the advice, taken to hear (ah'm an idjit; you have to pull the node to the left to see the settings...;) Some quick experiments, and it's much closer to what I'm looking for.

Thanks for all the fish...;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


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