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Settings

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UVM

UVW Mapping

Use Real-World Scale When turned on, applies the map to objects using the real-world Width and Height values instead of UV values.

Map Channel – Allows to specify a map channel.

Offset (U;V) – Controls a horizontal/vertical offset.

Tiling (U;V) Controls a horizontal/vertical tiling.

Tiling Mode:

No Tiling For UV coordinates outside of [0,1] range the bitmap returns black color.
Repeat Tiling The bitmap is periodically repeated outside of [0,1] range (i.e. for UV coordinates u = 0, v = 1.2 it will have the same value as u = 0, v = 0.2).
Mirrored Tiling The bitmap is periodically repeated, but each odd repetition is mirrored (i.e. for UV coordinates u = 0, v = 1.2 it will have the same value as u = 0, v = 0.8). This means the repetition is seamless.
Clamp For UV coordinates outside of [0,1] range the bitmap has the value of the closest valid pixel in the range (i.e. for UV coordinates u = 0, v = 5 it will have value of u = 0, v = 1). Often called "clamping".

Lock Icon – Lock the set width (U) and height (V) ratio.

Fit To Bitmap – Sets the height according to the aspect ration of loaded bitmap.

W Rotation [deg] – Rotates the map in Z axis.

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Environment mapping

Mode:

Spherical Most common format of environment bitmaps, bitmap pixel coordinates correspond to spherical coordinates.
Screen Tries to map bitmap in such a way that it is mapped parallel to the camera sensor.
Dome Similar to spherical, but the sphere is not infinite, it has a given center and size.
Cross Common format from computer games - bitmap stores environment as unfolded cube.
Mirror Ball Mapping computed from rays reflecting from perfect mirror sphere (quite uncommon, but it was requested by the users).

Rotation [deg] – Rotates the map in X axis.

Transform from object – If used, the bitmap rotation in the environment slot (and dome origin, if dome mapping is used) is controlled by transform from a selected scene object. The other bitmap rotations are still applied on top of this.

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Rotation in any axis can be used, so this can be used to tilt maps.

Dome Mode

Origin X/Y/Z – Sets the centerpoint of the virtual dome in the scene, using the units specified in 3ds Max.

Radius Sets the size of the virtual dome, using the units specified in 3ds Max. The value should be at least a bit larger than the scene size, or unexpected results may occur. A good practice is to use a value similar to the scale of the environment in the image.

Camera height Controls how much of the image is on the "floor" of the virtual dome, and how much is on the dome itself. If you know the height of the camera when the image was taken, use that value. If you do not know the height of the camera, adjust this by eye to minimize distortion on the floor of the dome.

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