rnollman opened this issue on Jul 02, 2003 ยท 5 posts
rnollman posted Wed, 02 July 2003 at 9:54 AM
In Bryce, you can scale a texture's tiling and edit it in three dimensions so that tiles for instance can be scaled to fit a bathroom wall. In Poser 5, with ground plain selected and one of the standard textures applied, the tiling was HUGE. Poor Vicky was standing in what looked like a 3 ft by 3 ft tile with a 1/2 inch depression in the floor. When I adjusted the scale dial for the ground plane, she suddenly was standing on a floor that was about 3x3 feet. That made sense to me, but I figured it was worth a try (nothing is simple with Poser 5), but I could not figure out and find anything in the documentation on how to adjust the tiling. This is a big factor in determing whether I should go through the tedious procedure of exporting Poser characters to Bryce or trying to work with Poser 5 to complex scenes. One more thing, I have to say, after reading post after post complaining about Poser 5 (prior to my deciding to upgrade) I have come to respect P5 alot more than I thought I would. The learning curve is steep and sometimes damn frustrating, but when you start to understand how some of the more complex features of P5 work, you begin to realize that it is simply not a rehashed P5 (from the outside, anyway, it truly may be rehashed code under the hood, but I just look at final results). Many of us are assuming the DAZ Studio is the holy grail. But we just might have to live with Poser for a few years to come before DAZ gets it right. I am just petrified that with no staff to work on it, nothing more good can come of P5.
Little_Dragon posted Wed, 02 July 2003 at 10:43 AM
Find the material you want to tile. The 2D image node that loads the texture has a couple of channels called U_Scale and V_Scale. Change these values to make the texture repeat itself. The default value is 1.0 (no tiling).
Note that the real-time preview in the document window probably won't show the results of your changes. You'll have to render the image to see the tiled effect.
rnollman posted Wed, 02 July 2003 at 10:53 AM
Thanks! That is exactly what I wanted to know. Nice little animation too! BTW, what do the "U" and "V" refer to? While I have your attention, do all those parameters in the materials room work similar to the texture editors in programs like Bryce? For example, if I assume that I can increase the Reflection of an object (in this case, GROUND) by increasing the value of the Reflection Value parameter. Is that true?
Little_Dragon posted Wed, 02 July 2003 at 11:02 AM
U and V refer to the texture coordinates as they're applied to a 3D surface. Similar to X and Y axes, I suppose. Hence the term, "UV-mapping". And yes, Reflection_Value (and other value channels) do determine the strength of a given effect. You can plug nodes into these value channels to vary the strength from point to point. For instance, a greyscale image (like a transparency map) can be attached to Ambient_Value to make something glow with different intensities at different spots on the material, instead of one constant value across the entire material.
maclean posted Wed, 02 July 2003 at 2:22 PM
UV mapping is more correctly referred to as UVW mapping. U, V and W correspond to the axes X, Y and Z, ie. U = horizontal, V = vertical and W = depth. Since a uv map fits a 3d object like a 'skin', they used the previous 3 letters of the alphabet to avoid confusion. mac