Scene scaling?

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Chaosfissure
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Scene scaling?

Post by Chaosfissure » Thu Jun 14, 2012 9:13 am

Sorry to ask what probably is an incredibly basic question, however I'm unable to figure out how to change the scale of a scene (or alternatively, materials) so that it works better with texture-mapped materials.

As many of the materials rely on a metric for size (for instance, the ceramic tiles are also huge, and if I want to use them as a floor...I would probably want to see more than one tile), and as Blender scenes seem to be incredibly small, I was wondering if anyone had any advice on how to set up the scene, or export. I've tried messing with "units --> metric --> scale" under scene, but the exported scene doesn't seem to respect those settings.

http://i46.tinypic.com/fe4h0o.png

As is pretty visible, that looks like a miniature model stage, although the rectangle there is supposed to be the rough size of a human.

Any help would be appreciated!

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CTZn
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Re: Scene scaling?

Post by CTZn » Thu Jun 14, 2012 12:28 pm

In the Indigo application, texture editor window, it is possible to change the texture scale. In the fields named "Rotation/Scale", change the two "1.000" for bigger values. Leave the other diagonal untouched.

Indigo uses the meter for unit, but concerning shading, only media (glass qualities, simply put) have distance based parameters.

What you need is to learn about UV editing, wich is the science of laying a texture over a geometry. Basically it consists in plotting the texture with the textured vertices (AKA "UV's").
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Chaosfissure
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Re: Scene scaling?

Post by Chaosfissure » Thu Jun 14, 2012 12:44 pm

There is going to be a significant amount of glass in the final rendering(s); what would I need to do to ensure that the glass properties work correctly?

I've only recently figured out where Blender does UV mapping, so I suppose it'll take a while for me to get comfortable with using it.

Thanks for the help!

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Headroom
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Scene scaling?

Post by Headroom » Thu Jun 14, 2012 12:51 pm

Having used Blender and Indigo for several years I was sure this would be a quick answer. But guess what.....not ever having "messed" around with the scene scale I have not been able find it either.

However, I've never had the need to use it either. Per default what Indigo exports is one(1) Blender unit is one(1) Meter so the default Blender cube measures 2x2x2 Meters. Just model your objects accordingly.

In order to have textures/materials correctly scaled you will need to UV-map your meshes, which may be what is missing in your scene.
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CTZn
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Re: Scene scaling?

Post by CTZn » Thu Jun 14, 2012 2:24 pm

What Headroom says, I missed the point probably.
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Headroom
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Scene scaling?

Post by Headroom » Fri Jun 15, 2012 1:46 am

Ha. In order for glass to work properly, make sure your objects/Meshes are to scale :-)
The mesh containing the class must be a closed volume with all the surface normals pointing outwards.
So e.g. A window pane must be a " box" of sorts rather than just a single plane/polygon.


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