8

UVW Map Modifier 913
Face projection
XYZ to UV W—Maps 3D procedural coordinates to
UVW coordinates. This "sticks" the procedural
texturetothesurface.Ifthesurfacestretches,so
does the 3D procedural map. Use this option with
procedural textures, like
Cellular (page 2–1473)
Currently , XYZ to UVW cannot be used with
NURBSobjectsandisdisabledifaNURBSobject
is selected.
Note: In the Material Editor’s Coordinates rollout
forthemap,setSourcetoExplicitMapChannel.
Use the same map channel in the material and
UVW Map modifier.
A sphere with a 3D procedural tex ture is copied, and the
copies are stretched.
Right: Using X YZ to UV W on the object enables the 3D
procedural texture to stick and stretch with the sur face.
Length, W idth, Height—Specify the dimensions of
the UVW Map gizmo. The default s cale of the
mapping icon is defined by the largest dimension
of the object when you apply the modifier . You can
animate the projection at the gizmo level. Note the
following facts about these spinners:
The dimensions are based on a bounding box
of the gizmo.
The Height dimension is unavailable for the
Planar gizmo: It does not have depth. Likewise,
the dimensions for Cylindrica l, Spherical,
and Shrink Wrap m apping all display the
dimensions of their bounding box and not their
radiuses. No dimensions are available for the
Face map: Each face on the geometry contains
theentiremap.
The three dimensions are set to 1 or 2,
depending on map type and dimensions, when
you load files created in Autodesk VIZ or
earlier versions of 3ds Max. (This maintains
compatibility with files from previous releases,
in which gizmos were scaled non-uniformly to
adjust their dimensions.).
The dimensions e ssentially become scale
factors rather than measurements. You can
reset the values to dimensions by clicking the
Fit or Reset buttons, which will lose the original
non-uniform scaling.
U Tile, V Tile, W Tile—Let you specify the
dimensions of the UVW map, for tiling the image.
These are floating-point values, which you can
animate to displace the map’s tiling over time.
Flip—Reverses the image about the given axis.
Real-World M ap Size—Cont rols the scaling
method used for texture mapped materials that
areappliedtotheobject.Thescalingvaluesare
controlled by the Use Real-World Scale settings
foundontheappliedmaterials
Coordinates
rollout (page 2–1434)
.Default=on.