8

UVW Map Modifier 909
control in the Material Editor. You can adjust
the mapping of channel 2 without altering the
mappingofchannel1ifyouveassignedtwo
UVW Map modifiers. Render the scene to see
the effect.
To use the XYZ to UVW option:
TheXYZtoUVWoptionisusedtomakea
3D pro cedural texture, like Cellular, follow the
animated surface of an object. If the object
stretches, so does the 3D procedural texture.
Currently, it cannot be used with NURBS objects
and is unavailable if a NURBS object is selected.
1. IntheTopviewport,createabox.
2. Create a material with a Cellular diffuse
map.
3. In the Material Editor, on the Coordinates
rollout of the Cellular map, open the Source
drop-down list, and choose Explicit Map
Channel.
On the Coordinates rollout, the Map Channel
parameter act ivates, leave the value at 1.
4. Assign the material to the box.
5. On the Modify p anel, choose UVW
Map from the Modifier List.
6. On the UVW Map modifier, turn on XYZ to
UVW.
By default, the Map Channel va lue is 1.
7. Render the Front viewport.
The cellular pattern renders normally on the
surface of the box.
8. Right-click over the object and choose Convert
To: > Convert to Editable Mesh from the
Transform (lower-right) quadrant of the quad
menu.
The b ox is converted to an editable mesh.
9. On the Modify panel, click to turn
on Vertex on the Selection rollout.
10. In the Front viewport, select the top vertices of
the box, and move them up.
11. Render the Front viewport again.
The cellular pattern stretches with the box.
This effect is enabled by the XYZ to UVW
option. To see the difference, we will change
theSourceoptionintheCoordinatesrollout
in the Material Editor.
12. In the Material Editor , locate the diffuse
Cellular material.
13. On the Coordinates rollout of the Cellular
diffuse map, open the S ource drop-down list
and choose Object XYZ.
14. Render the Front viewport.
The cellular pattern is no longer stretched.
To transform the UVW M ap gizmo:
1.
OntheModifypanel,choosetheUVW
Map modifier in the
stack display.
2. In the stack displ
ay, choose the Gizmo
sub-object level.
The gizmo changes to a yellow color , with one
green edge.
The green edge indicates the right edge of the
texture.
3. Move,scale,orro
tate the gizmo in the
viewports, or use the Length and Width
controls in the UVW Map modifier.
Transforming the map gizmo shifts the bit map,
allowing you to o
rient and move the map on
the object’s sur face.