SiClone - UV mapping
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 wonβt work and may crash 3ds Max. If itβs a closed spline 3ds Max converts it automatically to and edit mesh!
Apply the material to the splines referenced by SiClone and never directly to the SiClone model itself.
![Add materials to the spline and not SiClone. Add materials to the spline and not SiClone.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/Pwdz_THTpcvehLSTtO7uR_uvmaterials-to-spline.jpg?format=webp)
You can apply any materials to SiClone. We have used V-Ray 5 material shaders, downloaded from the V-Ray Material Library Browser.
![V-Ray material applied to the spline. V-Ray material applied to the spline.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/YKh8lG4w4B9FbtdjRvf1X_uvvrayshader.jpg?format=webp)
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.
![Using Real-World scale set to 1 (U) by 0.2 (V). Using Real-World scale set to 1 (U) by 0.2 (V).](https://images.archbee.com/V78pQS6GN-iP69G52MznY/qA0jBYxDZmAePp6Vxspjf_uvmap-tiling.jpg?format=webp)
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.
![The spline added to SiClone - Distribute Sweeps. The spline added to SiClone - Distribute Sweeps.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/6Mwu2IBzMkuSLB5aUyzsY_uvmapping.jpg?format=webp)
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 |
![Maths to calculate the SiClone tiling. Maths to calculate the SiClone tiling.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/GCgVPyahvjZUVlK8SeePi_uvmapping1.jpg?format=webp)
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.
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 SiClone V tiling comparison. UV SiClone V tiling comparison.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/F8gk4fPeGXpsyXHC2oRDT_uv-setout.png?format=webp)
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).
![UV inputs for the checker setups above. UV inputs for the checker setups above.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/5jAdgYLXE2vmctSBWyJnq_uv-setout2.png?format=webp)
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.
![UV inputs for the checker setups above. UV inputs for the checker setups above.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/wAX0EN7PkPRgo68oaLZYG_uv-setout3.png?format=webp)
- 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.
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 cm SiClone V tiling - 50 cm stone tiles. 100 cm SiClone V tiling - 50 cm stone tiles.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/K0swAkmODjCgOh-zd9xwZ_uvtiling-sample-a.jpg?format=webp)
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).
![90 cm SiClone V tiling - 22.5 cm bricks and motar. 90 cm SiClone V tiling - 22.5 cm bricks and motar.](https://images.archbee.com/V78pQS6GN-iP69G52MznY/iMgFRo6Per5JP7YZJQD5N_uvtiling-sample-b.jpg?format=webp)
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).
ο»Ώ
ο»Ώ
ο»Ώ