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1628 Chapter 16: Material Editor, Materials, and Maps
Mapping list—
Options vary depending on choice
of Texture or Environ mapping:
Explicit M ap Channel—Uses any map channel.
When selected, the Map Channel field becomes
active, and you can choose any channel from
1 to 99.
Ver tex Color Channel—Uses a ssigned vertex
colors as a channel. See Editable Mesh (page
1–996) for details on assigning vertex color.
See also Vertex Color Map (page 2–1693) and
Assign Vertex Colors Utility (page 2–1734).
Planar from Object XY Z—Uses planar mapping
based on the object’s lo ca l coordinates
(disregarding the pivot point location). For
rendering pur poses, planar mapping doesn’t
project through to the back of the object unless
you turn on Show Map On Back.
Planar from World XY ZUses planar mapping
based on the scene’s world coordinates
(disregarding the object’s bounding box). For
rendering pur poses, planar mapping doesn’t
project through to the back of the object unless
you turn on Show Map On Back.
Spherical Environment, Cy lindrical Environment,
Shr ink -wra p Envi ronment—
Project the map
int o the scene as though it were mapped to
an invisible object in the background. See
Environment Map (page 3–934).
Screen—Projectsasaflatbackdropinthescene.
Show Map on Back—When on, planar mapping
(Planar f rom O bject XYZ, or with the UVW Map
modifier)projectsthroughtorenderontheback
of the object. When off, planar mapping doesn’t
render on the object’s back. Default=on.
This toggle is available only when Tiling is off in
both dimensions. Its effect is visible only when
you render the scene.
Note: Inviewports,planarmappingalwaysprojects
to the back of the object, whether Show Map On
Back is tur ned on or not. To override this, turn
off Tiling.
Use Real-Wor ld Scale—When turned on,
applies the map to objects using the real-world
Width and Height va lues instead of UV values.
Default=on.
When Real-World Scale is on, the texture
placement is relative to the corner of the texture
map s o a lignment with architectural objects likes
walls is more efficient. When off, the texture
placement is relative to the center of the texture
map.
Offset—Changes the position of the map in UV
coordinates (page 3–1028).Themapmovesin
relation to its size. For example, if you want to shift
the map its ful l width to the left, and half its width
downward from its ori ginal position, you enter -1
in the U Offset field a nd 0.5 in the V offset field.
UV/V W/WU—Changes the mapping coordinate
(page 3–967) 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.
Tiling—Determines the number of t imes the map
is tiled (page 3–1022) (repeated) along each axis.
Mirror—Mirrors (page 3–1022) the map
left-to-right (U axis) and/or top-to-bottom (V
axis).
Tile—TurnstilingonoroffintheUorVaxis.