UV Generator Parameters Rollout



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Material Editor > Any shader with a Coords parameter (or other vector value). > Click the shader button. > Material/Map Browser > UV Generator (3dsmax) > UV Generator (3dsmax) Parameters rollout

Material Editor > mental ray Connection rollout > Unlock the Surface component and click the shader button. > Material/Map Browser > UV Generator (3dsmax) > UV Generator (3dsmax) Parameters rollout

Material Editor > DGS material > Assign a shader to any component. > Material/Map Browser > UV Generator (3dsmax) > UV Generator (3dsmax) Parameters rollout

Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer, and Compatible With is set to Browser.

The parameters for this shader are equivalent to parameters on the Coordinates rollout for 2D maps.

Interface

MapSlotType—Chooses whether the map is applied as an environment map or a texture map. Default=0 (Texture).

  • 0 is for a Texture map.

  • 1 is for an Environment map.

EnvType—If the map is applied as an environment map, this value chooses the mapping type. If the map is applied as a texture map, this value is ignored. Default=4 (screen).

  • 1 is for Spherical.

  • 2 is for Cylindrical.

  • 3 is for Shrink-Wrap.

  • 4 is for Screen.

Screen projection projects as a flat backdrop in the scene. See UVW Map Modifier for a description of spherical, cylindrical, and shrink-wrap projection.

MapChannel—If the map is applied as a texture map and UVWSource is set to 0 (Explicit), this value sets the map channel index; otherwise, this value is ignored. Range=1 to 99. Default=1.

UVWSource—If the map is applied as a texture map, this value chooses the source of UVW coordinates. If the map is applied as an environment map, this value is ignored. Default=0 (Explicit).

  • 0 is for Explicit.

    When Explicit is the source, use MapChannel to set the specific map channel.

  • 1 is for Object XYZ.

    Object XYZ uses planar mapping based on the object's local coordinates (disregarding the pivot point location). For rendering purposes, planar mapping doesn't project through to the back of the object unless you turn on ShowMapOnBack.

  • 2 is for World XYZ.

    World XYZ uses planar mapping based on the scene’s world coordinates (disregarding the object’s bounding box). For rendering purposes, planar mapping doesn't project through to the back of the object unless you turn on ShowMapOnBack.

ShowMapOnBack—When on, planar mapping (Planar from Object XYZ, or with the UVW Map modifier) projects through to render on the back of the object. When off, planar mapping doesn't render on the object's back. Default=on.

This toggle is available only when Tiling is off in both dimensions. Its effect is visible only when you render the scene.

Note: In viewports, planar mapping always projects to the back of the object, whether Show Map On Back is turned on or not. To override this, turn off Tiling.

UOffset—Changes the U position of the map in UV coordinates. The map moves in relation to its size. Default=0.0.

For example, if you want to shift the map its full width to the left, and half its width downward from its original position, you enter -1 in the U Offset field and 0.5 in the V offset field.

UScale—Determines the number of times the map is tiled (repeated) along the U axis. Default=1.0.

UWrap—Turns tiling on or off in the U axis. Default=on.

UMirror—Mirrors the map left-to-right along the U axis. Default=off.

VOffset—Changes the V position of the map in UV coordinates. Default=0.0.

VScale—Determines the number of times the map is tiled (repeated) along the V axis. Default=1.0.

VWrap—Turns tiling on or off in the V axis. Default=on.

VMirror—Mirrors the map top-to-bottom along the V axis. Default=off.

UAngle, VAngle, and WAngle—Rotate the map about the U, V, or W axis (in degrees). Default=0.0.

UVAxis—Changes the mapping coordinate system used for the map. The default UV coordinates project the map onto the surface like a slide projector. The VW and WU coordinates rotate the map so that it is perpendicular to the surface. Default=0 (UV).

  • 0 is for UV.

  • 1 is for VW.

  • 2 is for WU.

Clip—When on, UVs are clipped. When off, UVs are wrapped. Default=on.

Blur—Affects the sharpness or blurriness of the map based on its distance from the view. The farther away the map is, the greater the blurring. The Blur value blurs maps in world space. Blur is primarily used to avoid aliasing. Default=1.0.

BlurOffset—Affects the sharpness or blurriness of the map without regard to its distance from the view. Blur Offset blurs the image itself in object space. Use this option when you want to soften or defocus the details in a map to achieve the effect of a blurred image. See Blur / Blur Offset. Default=0.0

Noise—When on, noise settings affect the map. When off, no noise is applied. Default=off.

Animate—Has no effect.

Amount—Sets the strength of the fractal function, expressed as a percentage. If the amount is 0 there is no noise. If the amount is 100 the map becomes pure noise. Default-1.0.

Size—Sets the scale of the noise function relative to geometry. At very small values, the noise effect becomes white noise. At large values, the scale can exceed the scale of the geometry, in which case it has little or no effect. Range=0.001 to 100. Default=1.0.

Level—Or iterations: the number of times the function is applied. The effect of the level is dependent on the Amount value. The stronger the amount, the greater the effect of increasing the Level value. Range=1 to 10. Default=1.

Phase—Controls the speed of the animation of the noise function. Default=0.0.

RealWorldMapSize—Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found on the applied material's Coordinates rollout. Default=on.


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