Texture scale depends on object dimensions

Texture scale depends on object dimensions

anas.kordi
Explorer Explorer
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Message 1 of 12

Texture scale depends on object dimensions

anas.kordi
Explorer
Explorer

Hello,

 

whenever i apply a material to an object (a box for example) the texture scales to the objects dimensions (as shown in attached picture), the texture size and scale depends on the object's dimension. as you can see different two boxes in size, has different same texture scale.

even applying the UVW modifier, the dimensions of the UVW box remains the same as the object size.

 

how can i solve this problem to make the 3ds max apply the texture on the object without taking the object size as reference

 

the texture size depends on the object sizethe texture size depends on the object size

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Message 2 of 12

10DSpace
Advisor
Advisor

@anas.kordi 

 

You can manipulate the scale of the texture on your object with the UVW Map Gizmo regardless of the size settings. 

 

10DSpace_0-1647635176517.png

 

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Message 3 of 12

anas.kordi
Explorer
Explorer

if you can notice, for each side it takes a different scale and texture proportion. Simply it makes the UVW map Length, Width and Height equal to the object size. Is it a problem in my max settings?

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Message 4 of 12

10DSpace
Advisor
Advisor

@anas.kordi 

 

You can manipulate the size of each dimension of the texture map assigned to the box separately by using the UVW Map Gizmo and scaling the bitmap by eye to produce the same brick size regardless of the object's size settings.  See below example of a box with very different length, width and height dimensions and the texture map assigned to the base color.  I used the UVW Map Gizmo to scale the brick size up in the specific dimensions that were smaller.  You have to click and drag on just the specific axis you are interested in (or 2 axes at once like x-y via the yellow band connecting them).   Hover the cursor over different parts of the gizmo to get a feel for how it works and play around with the Map Gizmo to get a good result.   If you have difficulty, post a screen shot of your problem showing the UVW Map gizmo activated like is shown below.  The point is that you can manipulate the scale of the map across each of the dimensions of the object regardless of the objects physical dimensions.   

 

10DSpace_0-1648242698406.png

 

If you want more precise control of placing specific parts of a texture map (or placing a different texture on the top like concrete, then you need to lean about UVW Unwrap).   But if you just want a relatively quick simple brick pattern you should be able to achieve something like what is shown above. 

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Message 5 of 12

Diffus3d
Advisor
Advisor

When you scale objects, scale them in subobject mode instead of in object mode.  Or, if you have to do it in object mode, don't forget to reset your xforms.  

 

Best Regards,

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Message 6 of 12

domo.spaji
Advisor
Advisor

@anas.kordi 

You're looking for "Real-World map scale/size" workflow

 

@10DSpace 

When looking for same (size) mapping on X,Y,Z than make UVW gizmo X=Y=Z...

Easiest and most precise by typing same values for length, width and height in modifier...

 

Actually easier would be switching from default planar to spherical and than to box mapping 😄 

Message 7 of 12

10DSpace
Advisor
Advisor

@domo.spaji 

 

"Actually easier would be switching from default planar to spherical and than to box mapping"

 

Didn't know about that one.  I like it.  And once it's all sized correctly, you can still use the gizmo to uniformly scale all 3 axes to adjust overall size of bricks if you want. 

Message 8 of 12

shawnolson
Autodesk
Autodesk

@anas.kordi  You should take note of the comment by @domo.spaji about Real World Scale. Note, however, that it will not accommodate actually scaling objects... so to effectively use, you will want to resize objects instead of scaling them (for a box primitive, change its Length, Width or Height params instead of using the Scale tool).

Message 9 of 12

anas.kordi
Explorer
Explorer

Thank you all @shawnolson @10DSpace @domo.spaji @Diffus3d  for your valuable replies,

 

maybe I failed to explain my problem clearly, it looks like more of a bug in my version of 3Ds max.

 

When I first apply the uvw map, the dimensions of the U, V, and W values of the box mapping take the exact dimension of my cube, thus the texture deforms for each side (my first post images). After switching to Spherical Mapping and then back to Box Mapping, the U, V, and W values take the correct dimension of the texture.

 

The attached screenshots are two identical boxes in size and I applied the UVW map to both, the left box I have chosen Box Mapping directly, the left box, I have first chosen the Spherical Mapping then switched back to Box Mapping, the difference is:

1. In the first screenshot, I have selected the right box and notice the U, V, and W values are the same as the box dimension

2. In the second screenshot, I have selected the left box and notice the U, V, and W values are corrected to texture values after first selecting the spherical map then back to box map

 

Hope this makes my problem clear

 

1.jpg2.jpg

 

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Message 10 of 12

oliver
Collaborator
Collaborator

That's intended. The values you see there are the object's dimensions - of course they are! The object does not know anything about it's texture, it does only know about itself. That's the reason you apply that UV-Map-modifier: to change that values to your likings because YOU are the one who knows how it should be.
The other method of applying textures is mentioned "Real World Scale": then the texture dictates it's scale based on entries in the image-node.

Message 11 of 12

anas.kordi
Explorer
Explorer

The real-world map size always makes the texture very very smaller, even though i use realistic dimensions. 

Attached photo is a box of 100 cm (system unit is set to 1 unit= 1 cm) 

The texture is very small on the box, it is only visible when i zoom in the box3.jpg4.jpg

Message 12 of 12

oliver
Collaborator
Collaborator

Did you set the dimensions of the texture's depicted motive in the Bitmap-node?

RWMS.jpg