8

Noise Rollout (2D) 1439
Of fs et (W idt h/Height )—Move the map
horizontally or vertically along the width or height
of the object to which the material is applied. The
offset distance is relative to the lower-left corner
of the map.
UV/V W/WU—Changes the
mapping coordinate
(page 3–1061)
system used for the map. The
default UV coordinates project the map onto
the surface like a slide projector. The VW and
WU coordinates rotate the map so that it is
perpendicular to the surface.
Size—Determines the real world w idth and
height of the map.
For example, if you scan a piece of marble that is
12” x 8” and then assig n this image as the Diffuse
Map, you can type 12” (or 1’) and 8” as the Width
and Height. This ensures that the scale of the
marble is correct in the rendered scene.
Note: The default sett ing for the texture size can
be set using the Default Texture Size option in the
Material Editor Options Dialog (page 2–1280)
.
Mirror—
Mirrors (page 3–1116)
the map
horizontally and/or vertically.
Tile—Turns horizontal and/or vertical tiling on or
off.
Note: If the Use Real-World Size switch is turned
off in the Material Editor , the Real-World Map
Size settings in modifiers like UVW Map or
for primitives like Box will not work. Likewise,
moving vert ices at a sub-object level or scaling
anobject,ingeneral,willnothonortheUse
Real-World Scale settings.
Angle U/V /W—Rotates the map about the U, V, or
W axis (in degrees).
RotateDisplays a schematic Rotate Mapping
Coordinates dialog that lets you rotate the map
by dragg ing on an arcball diagram (simi lar to
the arcball used to rotate viewports, although
dragging inside the circle rotates along all three
axes, and dragging outside it rotates about the W
axis only). The Angle UVW values change as you
drag in the dialog.
Blur—Affectsthesharpnessorblurrinessofthe
map based on its distance f rom the view. The
far t her away the map is, the greater the blurr i ng.
TheBlurvalueblursmapsinworldspace.Bluris
primarily used to a void
aliasing (page 3–1001)
.
Blur Offset—Affectsthesharpnessorblurrinessof
the map without regard to its distance from the
view. Blur Offset blurs the image itself in object
space. Use this option when you want to soften or
defocusthedetailsinamaptoachievetheeffect
of a blurred image.
See
Blur/Blur Offset (page 3–1012)
.
Nois e R ol lout (2D)
Material Editor > Select sample slot. > Get Material >
Material/Map Browser > Turn on 2D Maps. > Selec t a map
type. > Drag map from Browser thumbnail to sample slot.
> Noise rollout is displayed in the Material Editor.
You can add a random noise to the appearance of
your mater ial. Noise per turbs the UV mapping of
pixels by applying a fractal noise function.
Noise patterns can b e ver y complex and are a
versatile way to create apparently random patterns.
They are also good for simulating surfaces found
in nature, as is characteristic of fractal images.
Noise parameters interact closely with each other.
Slight variations in each c an create noticeably
different effects.
Note: Noise settings aren’t displayed in viewports.