uvw map question

uvw map question

Anonymous
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Message 1 of 20

uvw map question

Anonymous
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is it possible to assign multiple uvw maps on the Element level. I have a bearing that has to machined directions. 

I have tried it but the first uvw map overrides the second. If not I want to suggest this in the idea section unless someone has a work around.

machine_texture.jpgmachine_texture2.jpgmachine_texture3.jpg

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Replies (19)
Message 2 of 20

rendermaster
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you can apply another edit poly modifier and UVW Map modifier for each surface you want to change their mapping preferences.

 

uvw.jpg

 


Ronel Katigbak Pabico

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Message 3 of 20

leeminardi
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Is it possible to assign multiple uvw maps on the Element level.

 

It is not clear what you mean by element.  Do you want the circular pattern on the top of the bearing and the linear pattern on the side? If so, you can assign two UVW maps to the same object by using a multi-subobject material. Coordinate the UVW Map modifier channel of one of the materials to the ID of the bearing top and another UVW Map modifier channel to the ID of the side.

 

Here's a sample.  I assigned ID 2 to the sides and ID 3 to the top of the bearing.  I then set the channel for one of the UVW Map modifiers to channel 2 and the other to channel 3 (the channel numbers and ID do not need to be the same but it makes it easier to remember).

Bearing.JPG 

 

Let me know if you need more details.

lee.minardi
Message 4 of 20

Anonymous
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Awesome! thanks

 

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Message 5 of 20

Anonymous
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Thanks @leeminardi this looks like another cool option. It does appear however I would need a separate map for each where as in @rendermaster suggestion i can manipulate  the rotation/ position / scale of the same map. I suspect that i may only be able to do it a few times before it will no longer function however.

At least where on may not be the best choice the other may. Thanks again!

 

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Message 6 of 20

Anonymous
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Both methods mentioned work however the one control i do not seem to have is the ability to scale, move, or rotate the gizmo child of uvw map.

I can manipulate the maps by using offset and size slots in the material editor. In the past I have found however Stingray will ignore modifications made in these areas. The only setting Stingray recognizes is the gizmo adjustments made under UVW map modifier

Does anyone have any work-around on this?

Thanks

 

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Message 7 of 20

Anonymous
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If someone has the time please tell me how to get the machined face material to show correctly on the back and front ring of this gage.

I would appreciate it.

 

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Message 8 of 20

leeminardi
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The Map Channel for turned_face is incorrectly set to 1, it should be 3.  You should also uncheck Real-World Map Size for the Planar Mapping of the UVW Map modifier gizmo for channel 3 / ID 3 and set the Length and Width to a value that covers the entire back of the gage and change the alignment to Y.

I deleted your three UVW Map modifiers and recreated them making sure that Real World was unchecked for all three sub-object materials and that the correct channels and IDs were referenced.  I also changed the mapping style for the cylindrical side (ID 1) to Cylindrical which required me to change the W rotation angle of the map to 90 so that the groves would wrap around the object.  I think you may want to ad a 4th material (ID) for the base of the gage.  If you think the gage will be viewed close up I would consider recreating the gage as a lathed profile which would give you a smoother cylinder.

 

 

 mm1.JPG

mm2.JPG

 

lee.minardi
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Message 9 of 20

Anonymous
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i cant seem to get the threads on map 4

1 - 3 is no problem

Thanks @leeminardi btw for all your help!

 

image1.jpgimage2.jpg

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Message 10 of 20

Anonymous
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i got.

thanks for all your help @leeminardi

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Message 11 of 20

leeminardi
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Glad to hear that.  I was just examining your gage2 file and saw that you still had some Use Real World boxes checked. Also, the Materials Editor showed a black shape for the thread indicating something wrong with either accessing the correct bitmap or an error with the channel choice.

 

Good luck.

 

Lee

lee.minardi
Message 12 of 20

Anonymous
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Thanks again!

This will be useful!

 

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Message 13 of 20

Anonymous
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sorry  to bring up old issues but i am having a hell of a bad day @leeminardi

Checks this out.

I have been trying to share this neat practice with others and I can't get it to work right for myself. I had this down to a science the other day. Could you take a quick peak at this and tell me why i cant get mat 2 to show or material 1 to rotate?

 

Mat 1= map channel 1

Mat 2= map channel 2

 

Mat 1 seems to be showing. If i go into gizmo I will not rotate.

Mat 2 does not seem to be showing up at all

 

 

thanks

 

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Message 14 of 20

leeminardi
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Mark,

 

I am using Max 2017 and cannot load the file.  Please post a 2107 version if you would like me to look at the file.

 

Did you check that the scale (u and v values) are reasonable and that you have checked Show Shaded MAterial in Viewport?  YOu can rotate the map with the gizmo or via the w value.

 

Lee

lee.minardi
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Message 15 of 20

Anonymous
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Sorry for being a pain Lee

Had a bad day yesterday could not get anything to work right. I ended up re doing everything this morning and got it to work but i would be real curious as to why the maps don't rotate in gizmo.

 

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Message 16 of 20

Anonymous
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this morning i deleted the uv maps re did them and it works fine. I dont get it. may have just been a bad day.

 temp.jpg

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Message 17 of 20

Anonymous
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oh btw yes i can rotate using the w value but not the gizmo. I have found in the past that Stingray doesn't recognize rotated w values. so i got out of the habit of using that.

 

 

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Message 18 of 20

leeminardi
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Mark,

 

I took a look at the most recent file you posted.  My observations/issues:

- only the top is ID 2, all of bottom and all of the side, except for 1 polygon, is ID 1, one polygon on the side is ID 3!  I would make the top and bottom the same ID.

- both UVW map modifiers are planar.  The cylindrical side should have a cylindrical mapping.

- If you change the display to Wireframe you can see that the gizmos are not correctly sized or aligned.  I deleted both UVW Map modifiers and recreated them.  The gizmos defaulted to the perfect size.

- The material editor had the Use Real-World Scale boxed checked.  This should NEVER be checked!  and the UV values for the material and the gizmo should start at 1, you had a very small value for the material.

- I am not sure how you want the image for the side of the cylinder to appear.  If the image needs to be rotated by 90° you should not rotate the gizmo since you are using cylindrical mapping and you want to keep the cylinder gizmo appropriately aligned.  If you don't want to use the w value for the rotation than I would just create a new image file by rotating the image 90°. I have done that.  Put it into the correct folder when you go to use it.

 

Good luck.

m1.JPG

 

 

 

 

 

lee.minardi
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Message 19 of 20

Anonymous
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- only the top is ID 2, all of bottom and all of the side, except for 1 polygon, is ID 1, one polygon on the side is ID 3!  I would make the top and bottom the same ID.

I called up the last file above and got this message first

message.jpg

Then I checked the IDs and both the top and bottom are 2. 

I'm not sure why you got different results.

 

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Message 20 of 20

leeminardi
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I am using Max 2017 which should not make a difference regarding IDs.  Here's what I have.

 

lee.minardi
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