Map Tiling
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Map Tiling
First topic message reminder :
i dont know kung na discuss na to dito... as i encounter always pag nag te-texture sa max... i always set the tiling between 0.01-0.05 to get the right tiling... pag ni-set ko kase sa 1 or higher sobra syang masinsin (maliit) and as per arkhithekthura's stucco wall material settings, he set his texture at 6 and 4 w/c is too small na nung ginaya ko.. anyone knows??
i dont know kung na discuss na to dito... as i encounter always pag nag te-texture sa max... i always set the tiling between 0.01-0.05 to get the right tiling... pag ni-set ko kase sa 1 or higher sobra syang masinsin (maliit) and as per arkhithekthura's stucco wall material settings, he set his texture at 6 and 4 w/c is too small na nung ginaya ko.. anyone knows??

ERICK- CGP Dark Horse

- Number of posts: 3791
Age: 31
Location: Makati, Philippines
Registration date: 19/09/2008

Re: Map Tiling
try mo to bro... kung mm. gamit mo sa cad try to scale the whole object to 0.001... sa max naman set mo yung set up mo to meters.. dem import mo yung cad file mo na 3d...
mokong- CGP Guru

- Number of posts: 1828
Registration date: 02/03/2009
Re: Map Tiling
second option bro.. pag ayaw mong e scale yung cad file mo to 0.001, import it directly sa max( be sure meters yung set up mo sa max).. mag pa promt yan dba... so check rescale den drop down menu ka click millimeters.. den click ok.. try mo kung makakatulong sa u bro... 

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: Map Tiling
sir saken naman if plane lang or box type yung object na aplyan ng materials, i use map scaler sa modifier list, mas madali ang cotrol sa tiling..hope it helps 
3dact- CGP Apprentice

- Number of posts: 262
Age: 28
Location: sa kaban ng tuwa
Registration date: 21/12/2008
Re: Map Tiling
ganun pla hehe..sakto 


jhames joe albert infante- CGP Expert

- Number of posts: 2732
Age: 26
Location: San Mateo Isabela/Singapore
Registration date: 18/11/2008
Re: Map Tiling
mokong wrote:second option bro.. pag ayaw mong e scale yung cad file mo to 0.001, import it directly sa max( be sure meters yung set up mo sa max).. mag pa promt yan dba... so check rescale den drop down menu ka click millimeters.. den click ok.. try mo kung makakatulong sa u bro...
theres no problem on scaling bro..... the problem is the tiling...

ERICK- CGP Dark Horse

- Number of posts: 3791
Age: 31
Location: Makati, Philippines
Registration date: 19/09/2008

Re: Map Tiling
ERICK wrote:i dont know kung na discuss na to dito... as i encounter always pag nag te-texture sa max... i always set the tiling between 0.01-0.05 to get the right tiling... pag ni-set ko kase sa 1 or higher sobra syang masinsin (maliit) and as per arkhithekthura's stucco wall material settings, he set his texture at 6 and 4 w/c is too small na nung ginaya ko.. anyone knows??
Erick, tiling is dependent on a lot of factors; no 1 - of course the map should be tilable; second - tiling is dependent on the size of the object you are mapping; third - the scale of the uvw map. So a value of 0.01 to o.05 is subjective, meaning it is neither right or wrong.
I'm curious to what actually the problem was so if you have time please post an illustration or a max file.

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: Map Tiling
depende po kng gnu kalaki ung tile's mo..
like: if ang tile mo .25m = 4tile/meter
i mean anu ang size ng wall o floor mo.. make this as ur guide nlng po..
like: if ang tile mo .25m = 4tile/meter
i mean anu ang size ng wall o floor mo.. make this as ur guide nlng po..

jovanie_- CGP Apprentice

- Number of posts: 215
Age: 25
Location: Digos City, Davao del Sur, Philippines
Registration date: 02/04/2009

Re: Map Tiling
ser erick lahat ng suggestion nila and option tama...try to play around or use clone stamp tool iwasan magkaroon ng edge and then play around in uvw map or map scale tiyak swak yun ..

edwardbctech- CGP Newbie

- Number of posts: 64
Age: 38
Location: Singapore
Registration date: 03/11/2008
Re: Map Tiling
millimeters yung gamit mo sa cad file mo, pag import mo sa max lalaki yan kac malaki yung units pag millimetrs eh... example, 1meter=1000mm... so sa yung 1m. lenght sa cad file mo, gaagawin niya yan 1000 units lenght sa max... try mo yung second option ko.. pra meters lahat at exact yung map tiling mo..

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: Map Tiling
hey bro's i've got all your points... look at this

under coordinates parameters.. he indicated 6,4 on U,V Tiling.. dont know if he uses millimeters here coz he unticked "use real world scale".. on that certain area i always input my tiling scales... w/c are between 0.01-0.05... got my point na?

under coordinates parameters.. he indicated 6,4 on U,V Tiling.. dont know if he uses millimeters here coz he unticked "use real world scale".. on that certain area i always input my tiling scales... w/c are between 0.01-0.05... got my point na?

ERICK- CGP Dark Horse

- Number of posts: 3791
Age: 31
Location: Makati, Philippines
Registration date: 19/09/2008

Re: Map Tiling
Who's he?
As I mentioned. 6 or 4 or .01 or .05 is neither right nor wrong.
A tiling of 6 means that he wants to compress six repitions of the bitmap within a particular area. So if you have a six meter concrete wall that you wanted to map with a one meter texture - then a "6" value in the tiling would work.
A lesser than "1" vaue in the tiling parameters means the bitmap will be enlarged or zoomed. This would happen in situations when you have a 600 meter bitmap (its not really the size its the details inside it) that you would want to map to a six meter wall. If you set the tiling to the default "1", the six hundred meter bitmap will be compressed down to fit the size of the six meter wall. So the details inside the textures will be shrinked down.
To make a six hundred meter bitmap match the six meter wall - you'd need to lessen the tiling to 100th (or .01) of its original tiling value and map only using a part of the original texture. This less than "1" tiling thing has the same effect with setting it to 1 and using the Cropping Placement capability of max's bitmap loader.
This is what's happening in Erick's case. And sometimes it is really difficult to explain the simple ones.
The gospel for today would be - use real world scales when you work with max - specially for arkiviz.
As I mentioned. 6 or 4 or .01 or .05 is neither right nor wrong.
A tiling of 6 means that he wants to compress six repitions of the bitmap within a particular area. So if you have a six meter concrete wall that you wanted to map with a one meter texture - then a "6" value in the tiling would work.
A lesser than "1" vaue in the tiling parameters means the bitmap will be enlarged or zoomed. This would happen in situations when you have a 600 meter bitmap (its not really the size its the details inside it) that you would want to map to a six meter wall. If you set the tiling to the default "1", the six hundred meter bitmap will be compressed down to fit the size of the six meter wall. So the details inside the textures will be shrinked down.
To make a six hundred meter bitmap match the six meter wall - you'd need to lessen the tiling to 100th (or .01) of its original tiling value and map only using a part of the original texture. This less than "1" tiling thing has the same effect with setting it to 1 and using the Cropping Placement capability of max's bitmap loader.
This is what's happening in Erick's case. And sometimes it is really difficult to explain the simple ones.
The gospel for today would be - use real world scales when you work with max - specially for arkiviz.
Last edited by v_wrangler on Wed Apr 08, 2009 3:25 am; edited 1 time in total

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: Map Tiling
v_wrangler wrote:Who's he?
As I mentioned. 6 or 4 or .01 or .05 is neither right nor wrong.
A tiling of 6 means that he wants to compress six repitions of the bitmap within a particular area. So if you have a six meter concrete wall that you wanted to map with a one meter texture - then a "6" value in the tiling would work.
A lesser than "1" vaue in the tiling parameters means the bitmap will be enlarged or zoomed. This would happen in situations when you have a 600 meter bitmap (its not really the size its the details inside it) that you would want to map to a six meter wall. If you set the tiling to the default "1", the six hundred meter bitmap will be compressed down to fit the size of the six meter wall. So the details inside the textures will be shrinked down.
To make it a six hundred meter bitmap match the six meter wall - you'd need to lessen the tiling to 100th (or .01) of its original tiling value and map only using a part of the original texture. This less than "1" tiling thing has the same effect with setting it to 1 and using the Cropping Placement capability of max's bitmap loader.
This is what's happening in Erick's case. And sometimes it is really difficult to explain the simple ones.
The gospel for today would be - use real world scales when you work with max - specially for arkiviz.
ahhh now i understand... baka nga naka uvwmap pa sya dito... im working with autocad linked geometry thats why i attach materials thru layer select... try ko lagyan ng uvwmap muna den lets see if that really work... thanks again the "V"

ERICK- CGP Dark Horse

- Number of posts: 3791
Age: 31
Location: Makati, Philippines
Registration date: 19/09/2008

Re: Map Tiling
supporting vertex's reply. ito lang ibig sabihin ng 6 at 4 sa uv. meaning anim at apat na beses syang inulit.

Pagnakacheck naman ang real world scale ibig sabihin, 1 divide by 6 = 0.16666 at 1 divide by 4 = 0.25. kaya ganyan ang values.

in short, ung ginagawa mong 0.1 at 0.5 ay 10 at 2 respectively kung hindi nakacheck ang use real world scale.
i suggest that you do the test. prepare a very simple scene and run the numbers. makukuha mo kagad yan. good luck!

Pagnakacheck naman ang real world scale ibig sabihin, 1 divide by 6 = 0.16666 at 1 divide by 4 = 0.25. kaya ganyan ang values.

in short, ung ginagawa mong 0.1 at 0.5 ay 10 at 2 respectively kung hindi nakacheck ang use real world scale.
i suggest that you do the test. prepare a very simple scene and run the numbers. makukuha mo kagad yan. good luck!

bokkins- Special Ops

- Number of posts: 9419
Age: 33
Location: Cadiz, Iloilo, Quezon City
Registration date: 18/09/2008

Re: Map Tiling
bokkins wrote:supporting vertex's reply. ito lang ibig sabihin ng 6 at 4 sa uv. meaning anim at apat na beses syang inulit.
Pagnakacheck naman ang real world scale ibig sabihin, 1 divide by 6 = 0.16666 at 1 divide by 4 = 0.25. kaya ganyan ang values.
in short, ung ginagawa mong 0.1 at 0.5 ay 10 at 2 respectively kung hindi nakacheck ang use real world scale.
i suggest that you do the test. prepare a very simple scene and run the numbers. makukuha mo kagad yan. good luck!
sir boks.. when i check "use real world scale" the same map will become 2000+ in its value... millimeters po kase gamit kko.. now i understand, naka meters tong si bossing jeff.... case solved mga sirs....thanks a lot


ERICK- CGP Dark Horse

- Number of posts: 3791
Age: 31
Location: Makati, Philippines
Registration date: 19/09/2008

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