8

UVW Map Modifier 907
Manipulators for UVW Map
The U VW Map modifier has graphic manipulators
to help you adjust the mapping dimensions and
tiling when Real-World Map Size is off. When
Real-World Map Size is on, you can adjust
positioning only for the Planar and Box mapping
types.
Manipulators are visible and usable while
the
Select And Manipulate button (page 2–26)
isactive. Thisbuttonisonthedefault
toolbar
(page 3–732)
. When you move the mouse over a
manipulator, the manipulator turns red to show
that dragging or clicking it will have an effect.
Also, a tooltip appears, showing the object name,
the parameter, and its value.
For more information on using the UVW Map
manipulators, see
the Procedures section (page
1–908)
.
UV width/length manipul ator s—In a viewport, drag
the edges of the UVW Map gizmo to change the
width or height.
UV tiling manipulators—In a viewport, drag the
smallcirclenexttotheUedgeorVedgetoadjust
the tiling in that dimension.
Tile Controls
UsetheUVWTilecontrolsifyouwantamapto
repeat. Tiled maps are useful for bricks on a wall,
or tiles on a floor. Rather than creating one large
map, seamless maps can b e tiled to surface a large
area without v isible seams, to give the illusion of a
large map.
Tiling in the UVW Map modifier affects only the
objects t hat use this modifier. Tiling a map in the
Material Editor affects tiling on all the objects that
use the material.
Material and UVW Map tiling are multiplied. If a
map in the Material Editor has a tile value of 2 on
one axis, and a UVW Map modifier has a tiling
valueof3onthesameaxis,thentheresultisa
tiling value of 6.
Objects with No Ma pping Coordinates
If you render an object that doesn’t have mapping
coordinatesoraUVWMapmodifier,andthe
object uses a material with 2D bitmaps or 3D
pro cedural maps that use explicit map channels,
then a
Missing Map C o ordinates (page 2–1433)
alert is d isplayed. The alert lists both the name of
the object and the U VW channels or Vertex Color
channels that are missing the coordinates. For
example: (UVW 2): Torus01.
Ma pping S el ection S ets or G rouped
Objects
You can apply one UVW Map modifier to a
selection of objects. One large mapping gizmo will
encompass the entire selection unless the Us e Pivot
Points option is turned on in the modifiers rollout
before applying the UVW Map modifier. If the
Use Pivot Points option is used then each object is
encompassed with its own mapping gizmo.
If any of the objects in the selec tion has had its
pivot p oint shifted in the Hierarchy > Pivot panel,
and you use the Use Pivot Points option with the
UVW Map modifier, then the mapping gizmos are
centered to the pivot points rather than the object
center and the mapping may be tricky to position
the way you want.
Real-World Mapping
The idea behind real-world mapping is to simplify
theuseoftexturemappedmaterialswhichare
scaled correctly with the geometry in the scene.
This feature gives you the ability to create a
material and specify the actual width and heig ht of
a2Dtexturemapinthematerialeditor.Whenyou
assign that material to an object in the scene, the