Map modification takes place in one of two places: either on the Modify Panel with the use of one of two modifiers, or in the Material Editor as part of the material parameters. Although the coordinates and scaling of a material can be changed in the material itself (scaling being efficiently handled by using 'real-world mapping' parameters for walls and paving), most modificatons in the Material Editor relate to various added effects such as 'noise', 'bump', reflection and colour enhancements etc. The placement and orientation of materials on objects is usually handled by applying one of two map modifiers
This tutorial describes the use of the UVW Map Modifier, the Map Scaler Modifier and the most useful parameters in the Material Editor
Before starting, however, it is important to recognise a difference in the default settings for mapping materials between MAX and VIZ. VIZ has 'real-world mapping' settings defaulted to On in the Material Editor and in the UVW Map Modifier. MAX defaults are set to basic mapping settings as are shown in this tutorial
Real-world mapping is an alternative mapping technique in Autodesk VIZ that is on by default. The idea behind real-world mapping is to simplify the correct scaling of texture-materials applied to geometry in the scene. This feature lets you create a material and specify the actual width and height of a paving texture, for example, in the Material Editor. When you assign that material to an object in the scene, the texture appears in the scene with correct scaling
NOTE: Key Fundamentals takes you through the basic mapping parameters that are the default of MAX. This is to give a more rounded view of mapping materials and help you understand all the mapping parameters. To explore the advantages of real-world mapping consult the MAX/VIZ help system once you are adept at basic mapping of materials
When resetting a scene in VIZ you will be have settings in the Material Editor and UVW Map Modifier that are configured for real-world mapping. To convert real-world settings to basic settings when required do the following:
NOTE: Although this sounds complicated it will make more sense once you are adept at basic mapping techniques. Also, all the materials in the tutorial files are configured for basic mapping parameters, so you do not have to pay too much attention to this issue presently
kf405_files.zip (38kb)
module_4_maps.zip (5.2mb)
To explore the UVW Map Modifier you will use a Brick procedural mapped material which can be assigned to different types of geometry
TIP: On the Right Click Viewport Menu check Texture Correction to view textures (images) correctly in the viewport. If this is not checked everytime you open the scene then paving and wall tiled textures can look distorted in the viewports. However, they will render correctly
This applies a UVW Map Modifier to the box and enables the use of a number of parameters:
NOTE: UVW equates to XYZ for geometry coordinates. UVW is the same, only for images
The top course of bricks, however are not a full brick:
To correct this you need to position the correctly tiled material on the box
The MapScaler modifier is a World Space modifier. This means that it is carried with the object to which it is assigned, but uses world space rather than the object for its effects. World space modifiers are convenient for modifying a single object or selection set
The MapScaler modifier is good for quick, less geometrically accurate results and for any small unit paving and wall materials such as tarmac, concrete, sand. gravel, grass etc
Editing of maps can also be carried out in the Material Editor. For landscape work this is most useful for adjusting the Tiling of the paving material for example (so that this does not have to be done using the UVW Map Modifier - ie it will already be tiled) and when adjusting the colour output. The following tutorial explains how to adjust these two parameters so that they become part of the material itself
NOTE: Look at the UVW Map Modifier parameters and notice that the Length and Width are both at 1. These must always be set to 1 if the Map Modifier is to respect the coordinates in the material. Using a 1m x 1m plane object is a good way of setting up pre-tiled materials for paving and walls
Try these adjustments also:
TIP: When you have finished editing a material leave the material at the highest level (material level) for future editing or to save the material
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Tuesday
4th February 2025