How to Scale Texture Support Numerically

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Frank1000
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How to Scale Texture Support Numerically

Post by Frank1000 » 31 Oct 2013, 08:24

Hi,
I've been trying to find where actually the size of the j tool can be scaled numerically.
I also checked the texture editor but it wasn't affected by the scaling values in the Transforms.
The Global and Local Kinematics of the texture_Support were also not responding.
Pls share where or how numeric scaling for texture_support is accessible.

Image

Regards,
Frank

NNois
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Joined: 09 Jun 2009, 20:33

Re: How to Scale Texture Support Numerically

Post by NNois » 31 Oct 2013, 09:29

Well, actually in your UV editor there is no scale, it's just the display who fits your UV to the image proportions in pixels.

But if you are talking about the initial projection fit scale, i'm agree, actually i don't know how to access these pre-transform parameters (unlike a lattice for example)

Frank1000
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Re: How to Scale Texture Support Numerically

Post by Frank1000 » 31 Oct 2013, 13:43

is there a way to set the UV scaling numerically ?

Frank1000
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Re: How to Scale Texture Support Numerically

Post by Frank1000 » 31 Oct 2013, 22:42

ok the path i've found out so far to create the UV numerically and "bake" it as well, is to go in the render tree, double click the image, in the ppm? click on Texture-Projection-edit, then change values and then "freeze". I wasn't able yet to get access to the srt for the UV to freeze anywhere else :

Image

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myara
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Re: How to Scale Texture Support Numerically

Post by myara » 05 Nov 2013, 10:52

I don't think you can freeze your UV in any other place, but you can access your Texture Projection from your clusters in your Explorer. No need to open your Material.

Here you are scaling the Projection, and by freezing it, you scale the UVs and reset the Projection to 1.

I'm not sure what do you want to do, but if you want to scale your UVs directly, you have the option "Transform UVs" in the Texture Editor at the bottom of the Tools menu.
M.Yara
Character Modeler | Softimage Generalist (sort of)

Frank1000
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Re: How to Scale Texture Support Numerically

Post by Frank1000 » 05 Nov 2013, 11:57

Hi Myra, Yeah this way it works :-) and it doesn't need to be freezed, because it already is UV definition. I needed it to be UV because using Maxwell Render and it requires UV.

Image

Thx,
Frank

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