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Forum Index - Texturing - Mental ray library materials needs to start with very high tiling

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-waveform
Junior Member
waveform

1 year ago
Hello

I was wondering if this if normal behavior. This question is specific to the materials in the "mental ray library", but does not effect standard predefined materials.

In 3dsmax 2011, I notice in all the instructional videos I've seen, when applying a mental ray materiel found in the predefined library, the textures in the video seem to have proper mapping when applied to a simple object ...which they should as primitives have default mapping. Like when you drop a material onto a simple "plain", or "sphere".

For some reason however, the mental ray materials come out way over sized and blurry when I first apply them.

Now if I drop a UVW in the stack and set the "tiling" to 100 for U V W, the size of the texture displays how they should in regards to size. I've never seen this behavior where you have to set the tiling to 100 just to get a reasonable material size. Usually the tiling defaults to 1.0, and on occasions there are times when you have to set it up or down a few.

But I have to set tilting to 100 just to get a 256x256, material to texture properly, is this by design.

This is not an issue with the default 3dsmax materials. I thought maybe it was because the "mental ray library materials" used very large textures that was causing this, but when I view the textures, they are only like 256, or 512 at most.

It works fine if I use 100 for tiling in the UVW modifier as a "starting size", but why do all the other materials default to 1.0 tiling?

Thank you.


+Steve Martin
Moderator
Steve Martin

1 year ago
Not sure, it isn't a problem I've ever come across. It might have something to do with your system units setup or scene scale, but I guess if that were the case, your default materials would be off as well. Sorry I can't help more.
[Link to www.3dprevis.com]

-Tyson
Senior Member
Tyson

1 year ago
it could be that the bitmaps in the mental ray materials are set to "real world map size" but I'd have to check that to varify my theory.

-waveform
Junior Member
waveform

1 year ago
Hello Steve, and Tyson.

After doing some more research, I found that the library materials do use the real world map as you guys mentioned. Apparently you have to set your units to a real world type of scaling. Or if you don't want to work in real world, you can just set the tilling to around 100 in the material parameters, or in the UVW map modifier as a starting point. At least I know how that it's by design and not a bug.

Thanks to the both of you for response and help

By the way, this is off topic, but I figured I would mention it since there's room below.
I always try to stick with a UVW modifier for scaling because of an old habit from when I use to make models for the Unreal Tournament game. The Unreal engine will crash if you set certain parameters in the materials themselves because it can't read that information for some reaons. So as a result, UVWs modifiers are used for scaling and other coordinate settings when working with certain game engines.
But if that's not the case, either setting works for these mental ray materials.


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