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SiClone

SiClone - UV mapping

10min
applying materials apply materials to the reference objects and not siclone think of siclone as a container of referenced 3d objects (array), and splines and shapes (sweeps) warning uvw modifiers! if you apply a uvw modifier to the spline, it won’t work and may crash 3ds max if it’s a closed spline 3ds max converts it automatically to and edit mesh! 01\ apply materials to the splines and shapes apply the material to the splines referenced by siclone and never directly to the siclone model itself you can apply any materials to siclone we have used v ray 5 material shaders, downloaded from the v ray material library browser in the siclone distribute sweeps rollup add the textured splines and shapes you wish to include then in the 3ds max materials editor, adjusting the uv properties in the v ray ui image below we adjust the real world scale the u equals the spline width and the v equals the length because siclone is parametric, and the length is able to change, we use siclone v tiling to determine the v length see below the below image shows the spline in siclone with its parametric tiled textures this means the tiling will always follow the spline direction, even when you modify the spline path siclone v tiling (svt) at present siclone uses a predetermined tiling formula to calculate the length (v) this is set at 25 units translated into different system/scene units as follows this is necessary to allow for parametric adjustments of the siclone model units siclone (v) code translated units millimetres 25 25000 mm centimetres 25 2500 cm metres 25 25 m as an example, the image above demonstrates how the material uses a v ray real world material set to a 1 m wide tile (u) if we want a real world length of 1 m then the formula is; 1 m x 1 m uv tiles svt = 25 m tile = 1 m (the bitmap has 4 (u) x 5 (v) tiles) 5 (v) normal units (25 / 5 (v) bitmap tiles) 0 2 (v) real world input (0 2 m x 5 (bitmap tiles) = 1 m tile size 1 m tile x 5 = 5 m x 5 = 25 svt siclone v tiling explained the image below shows a 25 m long spline with a checker pattern applied to the reference spline it demonstrates how to create a rectangular checker uv setout tiling (not real world) top row 25 m siclone v tiling set to 1 middle row 25 m siclone v tiling set to 25 2 checker tiles per tile (v) bottom row 25 m siclone v tiling set to 12 5 to double checker tiles in (v) from left to right uv tiling left 25 m siclone v tiling set to 1 middle 25 m siclone v tiling set to 25 right 25 m siclone v tiling set to 12 5 u is set to 2 using real world uv mapping to match the same results using real world tiling we set the size as follows from left to right uv tiling left 25 m siclone v tiling set to 1 middle 25 m siclone v tiling set to 0 04 m (4 cm x 25 = 1 m) right 25 m siclone v tiling set to 0 08 m u is set to 0 5 m (8 cm x 25 = 2 m or 2 x 1 m tiles) please note siclone roadmap we plan to update the formula to expose a user svt value for custom accuracy rather than the preset 25 real world tiling sizes samples tip use a scale reference object! its a good idea to place a reference 3d object over the siclone sweep to act as a scale guide, as seen in the following image samples 100 x 100 cm uv tiles (4 x 4 stone pavers bitmap) svt = 2500 cm 25 (v) normal tiling input 4 cm (v) real world input (4 cm x 25 = 100 cm tile) 21 5 cm uv bricks and mortar tiles (4 x 4 brick tileable bitmap brick+motar length = 22 5 cm x 4 = 90 cm tile) svt = 2500 cm 27 7 (v) normal tiling input 3 6 cm (v) real world input (3 6 cm x 25 = 90 cm tile)