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Author Topic: Box Mapping - rotation  (Read 475 times)

Dragan

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Box Mapping - rotation
« on: October 14, 2019, 09:49:21 AM »
Hi
My texture does not follow the rotation of the Generator inside Macro.
Maybe this is the right behavior for box mapping but it will be nice if maps could follow rotations.

Thank you.
BR
« Last Edit: October 14, 2019, 09:51:05 AM by Dragan »

Rokas

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Re: Box Mapping - rotation
« Reply #1 on: October 15, 2019, 09:17:17 AM »
Hi
can You please create minimal scene with the issue and send it to us?
« Last Edit: October 15, 2019, 09:27:05 AM by Rokas »
Rokas
iToo Software

Dragan

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Re: Box Mapping - rotation
« Reply #2 on: October 15, 2019, 09:42:42 AM »
Hi
I have to say, I`m not getting into Materials so far and as I mentioned maybe this is the right behaviour.
I apologize if this post is due to my ignorance of the materials  ;)



Dragan

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Re: Box Mapping - rotation
« Reply #3 on: October 15, 2019, 11:55:34 AM »
I`m trying to avoid maps scaling.
I assumed Real-World Map Size will keep maps size, though X Size is changed.
« Last Edit: October 15, 2019, 02:35:37 PM by Dragan »

Dragan

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Re: Box Mapping - rotation
« Reply #4 on: October 29, 2019, 07:47:59 AM »
I still can't find a solution for the right mapping size & orientation on scaled segments and real-world mapping, particularly now when we can use cap holes + real-world mapping.