Scaling Texture maps
Hello all
Just want to be sure I'm not missing a feature in carrara. I do a good amount of work in carrara doing renders of rooms.
So I use alot of texture maps (wood brick etc) So two questions, When using texture maps is there anyway to link the different maps?
Texture, bump, and highlight for the same scaling? Example if i futz with the texture map and lets say map it 10x in horizontal and 5 in vertical once I get it adjusted
I go back and match the bump and highlight to match the texture. Is it possible to "Link all of these settings"?
One better would be to auto map based on size of the object. Example when I make an 20 foot by 8 foot wall I adjust the map (lets say brick) to look right.
But if I create another wall lets say 10 feet by 15 feet I need to refutz with the setting to get the same scale. It would be nice if the map was set per square foot so it would auto map.
Am I dreaming??? Is there a plug in that does this?
Thanks for any tips
Thanks
8068
Comments
Hi 8068 :)
Once you've futz'd enough and you're happy with it, you can save that shader to your "My shaders" library,. and name it with something appropriate EG: 10x15_redbrick_wall.
then you can build up your library of your own custom shaders.
Baker from Inagoni ,. will export texture maps from whatever shaders you've currently applied to the object,. including procedual shaders.
you could also scale your texture in an image editor to be 2x4 or whatever you need to make a 10 x 15ft thing .
http://www.inagoni.com/?page_id=431
One way to do that is to scale up the UV. If your texture represents a 10ft x 10ft section of wall, and your wall is 10ft x 15ft, scale your UV proportionally so the height fills the grid and the sides spill over the edge. The texture maps will automatically wrap and repeat as needed. This will work for any size of wall, floor, tree trunk etc. And if you map all your objects to the same scale (ie 1 squere = 1 ft), multiple objest with the same shader will match.
Do note though that the texture maps must be designed for seamless tiling, otherwise you'll end up with a very obvious checker pattern where the textures repeat (this applies if you keep your UV within the 0,1 grid and manually tile the maps too)
If your texture is not square, you'll need to perform an extra layer of calculation to make it fit. For example, a 10 x 15 wall would need to be UV mapped square to match a 10 x 15 texture (this technique is useful for making e.g. TV screens where 16x9 format images are readily available), but a 10 x 30 wall would need to be mapped 2:1 or the texture will apear stretched/squashed.