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Author Topic: UVW Randomization and Real World Mapping  (Read 3322 times)

JM2145

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UVW Randomization and Real World Mapping
« on: July 11, 2018, 02:01:27 PM »
So I'm working on a slate roof - I've used one of the built in styles.

The scale of the tiles was wrong so I've extracted the base geometry into my viewport and adjusted the scale with an FFD Modifier - all is good.

The issue I've having now is mapping and randomizing.

Basically I have one slate material, what I want to do is add this to a Multi-Sub, to create 10 variations of the diffuse map.  I also want to combine this then with the CoronaUVWRandomizer.

The main material has a real world scale of 2mx2m, so it's plenty big enough to cover an individual tile.

What's the best way to go about this?

I was thinking, adding UVW Maps with Real World Scale ticked to each piece of base geometry, collapsing the Railclone to Poly, assign unique ID's, then materialbyelement.

However this seems incredibly long winded and counter intuitive, so what's the easiest way to ensure each tile is using RealWorldScale Box Mapping and ensuring they all have Unique ID's without destroying the Railclone.  And would this then work with a Multi-Sub setup and Corona UVW RAndomizer?

Rokas

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Re: UVW Randomization and Real World Mapping
« Reply #1 on: July 11, 2018, 02:53:05 PM »
Hi,

You should use RailClone operator UVW XForm instead of CoronaUVWRandomizer:

Other than that Your workflow should work.


If You are having more problems, please attach Your style file so we can better help You.
« Last Edit: July 11, 2018, 02:58:22 PM by Rokas »
Rokas

JM2145

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Re: UVW Randomization and Real World Mapping
« Reply #2 on: July 11, 2018, 03:03:07 PM »
I'm using the default library style for normal grey slate tiles.  I've not changed anything other than making the physical base objects bigger.

I was wondering how I go about this without having to collapse the railclone object?

So to summarize, I want to know 3 things -

How to ensure the base objects are mapped using real world mapping
How to then randomise the UV's of each element
How to then apply a multi-sub material with 5 different ID's inside of it?

JM2145

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Re: UVW Randomization and Real World Mapping
« Reply #3 on: July 11, 2018, 03:09:43 PM »
This is the style I'm using

Rokas

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Re: UVW Randomization and Real World Mapping
« Reply #4 on: July 11, 2018, 04:35:22 PM »
How to ensure the base objects are mapped using real world mapping

See screenshot below- red annotation.

How to then randomise the UV's of each element

See screenshot below- orange annotation.




How to then apply a multi-sub material with 5 different ID's inside of it?
Add Material operator:
Rokas

JM2145

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Re: UVW Randomization and Real World Mapping
« Reply #5 on: July 11, 2018, 04:40:02 PM »
Thanks Rokas, the only issue I've found is that the Real World Mapping where you've highlighted it, applies the box map to a series of the tiles rather than just the individual tiles.

For example, the material is 2mx2m, the tiles are 600mmx300mm, when i tick those settings, the texture continues over multiple tiles

Rokas

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Re: UVW Randomization and Real World Mapping
« Reply #6 on: July 11, 2018, 04:42:38 PM »
You need UVW XForm to randomize that. See Orange annotation above.
Rokas

JM2145

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Re: UVW Randomization and Real World Mapping
« Reply #7 on: July 11, 2018, 05:15:10 PM »
Awesome thanks for the help, I'll give it all a proper go tomorrow and report back