Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 11 2:16 pm)
You could re-map all of the items together, so that they share the same UV scale. This would be my preferred method.
Or, use a procedural texture, which won't be dependent on UV scale.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
actually you have a basic question about mapping.
just map every thing to the same ration & scale .
the block on the right ,ya have the map to skinny ,spread it out will fix it.
you just half to practice at it to get good a lot of you tube tutorials alt to help .
and helps if ya say what mapper ya using
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The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Hi RorrKonn,
Not using any mapper, just working ond the advanced section of the material room:
so if I change the scale of one block, it changes the other automatically.
PS: the geometry is created in AutoCAD and 3DS MAX.
Of course, in 3DS, I could attribute a different mat for each part. But there are so many parts (and I reckon 3DS limits the application of different mats to 26), I just wanted to know if there were another simpler way of making this.
PS not sure I'm very clear in my explainations...
a poser material room mage here might have a poser solution for ya.
poser isn't meant for making stuff. about everything ya see in poser was made in max,c4d,etc etc main 3D app's
would help if ya said what version of poser max cad ya using also.
and did u make the blocks n wall or are you just retexturing someone else meshes ?
anyways sounds like the 2 separate blocks are one peace boolean or something to gather.
I don't know nothing about cad.
but all the main 3D app's like max,c4d etc work the same
max will have a way to separate them and a mapper in it .
but the problem in ya .jpg is the uv map.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Are those Poser primitive boxes scaled to different sizes? If that is the case, you'll have to have separate instances and modify the scale in the material room for each one. I think it would be much easier to model the room in a modelling app and UVmap the whole thing. As Rorrkonn said, any modeller will do. You can either use UVmapper - a stand-alone UVmapping application that is not a modeller and has a free version, or use the UVmapping capabilities in your modeller. Blender, Hexagon, etc.
Poser 11 Pro, Windows 10
Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch
No, those are primitive 3DSMAX boxes of different sizes, jus made to illustrate my point.
But I made a much more conplex geometry in AutoCAD (then imported in 3DS), and was looking for a way not to make different instances of objects meant to receive the same texture.
But it looks like this scaling problem will force me to get (is i a freebie?) and learn UV Mapper.
Thanks to you all for your useful answers.
just youtube max uv mapping or max texturing.
cubes are the easiest to map and best to start with cubes,primitives.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
max's uv mapping will map any thing no matter how complicated.
ya just ya got to learn how.
youtube max uv mapping or **max texturing.
**will help ya learn it.
a max forum could help ya more then I could also.
with the exact way max works.
max might work like this,i'm not sure how max works.
the .jpg was made in 2002.
it would be a nightmare to map.there would be 18 different parts.
each part would have a lot of separated map parts.
it would not be a solid one peace mesh or map.
ya take something complicated and break it apart and map separate parts till it's simple.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
JimmyJohn,
when you want a single kind of texture on multiple objects, to make them look like one (walls from segments is the typical example) then you should not map them with local, object-relative coordinates like UV at all. You should apply global (or world) coordinates instead. For this purpose, many material nodes (accessible through Advanced interface) offer a Global Coordinates box that in this case should be checked. Images, 3D texture generators, etc work that way exactly for the purposes you stated.
Note however that when an object is global-coordinate mapped, that texture will change when you move that object in the scene. So, in still renders it does not matter but in animations one can get weird effects.
have fun.
- - - - -
Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Hi
This is always a problem in Poser, i.e. how big is something really.
I wish I could read out the size of the object in an actual dimension, it would be nice if when you drag something bigger it had a readout that gave you a size in Pixels or something..
But my solution is to take the size it originally appears when it's imported, with our changing the scale of one of the sides.
For example the two blocks in your image.
They appear to be the same vertical dimension.
Size your texture to the proportions to the wide box and apply it .
If you are happy with the way it looks, you need to go back to Photoshop and crop the texture to the proportions of the narrower box with out changing the vertical dimension, and save it as another texture.
When you apply the texture to the second box it should look just like the first one.
As long as you re-size then proportionately they will look like the go together.
Of course if you make one a lot bigger then they have different size textures, but the texture will still fit the box and not look distorted as long as the proportions don't change.
I run into this a lot with Wood Floors and things like that.
It's kind of trial and error how big I make the texture, (how many boards wide, not the pixel size) to have the floor come out looking correct so I apply a texture to the floor.
If the board look too wide I go back into Photoshop and enlarge the canvas in one dimension, then copy and past more boards to the end of the texture until they look the right when I apply them.
Maybe there's an easier way but that's how I do it, it really only takes a few minutes to do it.
Mike
If you shoot a mime, do you need a silencer?
It's not trial and error if you do what aRtBee said. Use global coordinates.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
By the way - an amazing coincidence. I recently decided that wall textures should be possible with a shader that requires no UV mapping. It may be possible to generalize.
The technique is to determine the surface normal. (Which we have in the N node). Do a cross product with the "Up" vector (Y) to get a local "Right" vector. Then generate a mapping based on the Up and Right vector space in 2D.
I built it in Poser nodes - works great. Planar shaders can be constructed with this technique so that you don't have to UV map any walls.
I'm working on roofs, too.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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Hello to all,
After having read a lot of literature, I still can't decide what's the best solution to solve this problem.
In this case, I could of course easily create 2 instances and apply to them the same material only with different UV scaling.
But my objective is to texture a surrounding wall comprised of many parts of different length. Therefore, I'm not keen on creating that many different instances.
Any solution you could recommend?
Thanks,
JJ