how do you position/scale a material
how do you position/scale a material
i'm using indigo with maya 2011, how do i scale and position the .igm material on the mesh, im trying to add a floor tile material which is a repeat pattern but it only show as one tile, i want the pattern to repeat and be scaled to match the room size
also could you tell me how do you create a light from a poligon mesh
also could you tell me how do you create a light from a poligon mesh
Re: how do you position/scale a material
There is a Indigo Help Forum and a even better fitting Exporter related Forum for Maya
About the meshlight: Light in Indigo is a material option: emittance. So simply create a emitting material and apply it to your mesh.
Feel free to browse the (exporter) manual for deeper insight into how Indigo works: http://www.indigorenderer.com/documentation
About the meshlight: Light in Indigo is a material option: emittance. So simply create a emitting material and apply it to your mesh.
Feel free to browse the (exporter) manual for deeper insight into how Indigo works: http://www.indigorenderer.com/documentation
polygonmanufaktur.de
Re: how do you position/scale a material
Hi plums451,
You scale a texture over a geometry by scaling the UVs of that geometry:
It is reasonable to expect IGM importing before 6 months; unlike liking it, importing an IGM material will build a Maya shading network that you will be able to tweak like any other in Maya.
Did this solve your problem plums 451 ? I don't want to sound profesoral if you knew this already and that the issue is somewhere else
PS: Zom-B is right, it helps keeping the forum tidy to post software specific questions in the dedicated forums. Thanks !
You scale a texture over a geometry by scaling the UVs of that geometry:
- select the face(s) composing the floor if it is part of a bigger geometry, or the geometry object itself if it is a plane
open the Texture UV Editor (in the Window menu)
convert the selection to UVs (and select them all if they don't come selected)
scale UVs up until the 0-1 UV square figures the size of one tile in regard with the whole scaled UVs
It is reasonable to expect IGM importing before 6 months; unlike liking it, importing an IGM material will build a Maya shading network that you will be able to tweak like any other in Maya.
Did this solve your problem plums 451 ? I don't want to sound profesoral if you knew this already and that the issue is somewhere else
PS: Zom-B is right, it helps keeping the forum tidy to post software specific questions in the dedicated forums. Thanks !
obsolete asset
Re: how do you position/scale a material
ahh ok I'll give that a try thanks
Re: how do you position/scale a material
Btw I think we're gonna need a manual at some point for MtIZom-B wrote:Feel free to browse the (exporter) manual for deeper insight into how Indigo works
Maybe something collaborative people could help you with?
Edit: Glad to hear IGM import is on the list
Re: how do you position/scale a material
I am willing to help about MtI manual if needed.
Re: how do you position/scale a material
we're working on it
Re: how do you position/scale a material
i'm just started learning 3d, so wasnt familiar with this method,
but yes now it seems obvious
is their any way to see the igm material in the viewport
but yes now it seems obvious
is their any way to see the igm material in the viewport
Re: how do you position/scale a material
When IGM importing will be available at least the file textures will be loaded in Maya. Meanwhile you can load them manually into file nodes and apply them to the linking material to tune meshes UVs. As long as a linking material has a valid code in its notes, it's own attributes will not be read at export so you can lay any texture that helps.
UVs just take a little practice. The other way around is to change the texture2dPlacement parameters, but if you want multiple tiles they would all end up within the given baking resolution. By editing UVs you can choose the definition for one tile and get much finer details.
UVs just take a little practice. The other way around is to change the texture2dPlacement parameters, but if you want multiple tiles they would all end up within the given baking resolution. By editing UVs you can choose the definition for one tile and get much finer details.
obsolete asset
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