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Real-World Mapping 1619
mapping coordinates. You can also u se UVW Map
to change an object’s default m apping.
See Mapping Coordinates (page 2–1405).
UVW Mapping Coordinate Channels
Each object can have from 1 to 99 UVWmapping
coordinate channels. The default mapping (from
theGenerateMappingCoordinatestoggle)is
always UVW 1. The UVW Map modifier can send
coordinates to any of these channels.
Each map in a material can use any UVW channel
(if present), or other type of mapping that depends
on whether the m ap is 2D or 3D.
Yo u c a n s e t t h e m a p p i n g c h a n n e l u s e d b y NURBS
surface (page 1–1101) sub-objects in their creation
or modification parameters.
Mapping for 2D Maps
You can position a 2D map on the surface of an
object by using a map channel, any assigned vertex
color, or the local or world coordinate systems. You
can also choose different environment mappings.
See Coordinates Rollout (2D) (page 2–1625).
Mapping for 3D Maps
You can position a 3D map within the volume of an
object by using a map channel, any assigned vertex
color, or the local or world coordinate systems. See
Coordinates Rollout (3D) (page 2–1663).
Noise for Maps
Random noise values increase the complexity of
maps and can give them a more natural look. For
2D maps, see Noise Rollout (2D) (page 2–1630).
For 3D maps, you can assign a sep ar ate Noise map.
See Noise Map (page 2–1674).
Real-World Mapping
Real-world mapping is an alternative mapping
paradigm in 3ds Max that is off by default. The
ideabehindreal-worldmappingistosimplify
the correct scaling of texture-mapped materials
applied to geometry in the scene. This feature lets
you create a material and specify the ac t ua l width
andheightofa2DtexturemapintheMaterial
Editor. When you assign that material to an object
in the scene, the texture map appears in the scene
with correct scaling.
For real-world mapping to work, two requirements
must be met. First, the correct style of UV texture
coordinates must be assigned to the geometry.
Essentially,thesizeoftheUVspaceneedsto
correspondtothesizeofthegeometry. Tothis
end, a new option called Real-World Map Size has
been added to many of the dialogs and rollouts
that let you generate texture coordinates (see list at
the end of this topic). Any dialog or rollout that
lets you turn on Generate Mapping Co ords a lso
lets you enable Real-World Map Size. Also, you
cantogglethisoptiongloballyonthePreferences
dialog > General panel (page 3–815).
Most object parameters settings now include a Real-World
Map Size toggle.
The second requirement is available in the
Material Editor. All 2D texture maps, such as