8
914 Chapter 8: Modifiers
When on, the Length, Width, Height and Tiling
spinners are unavailable.
Channel group
Each object can have up to 99 UVW mapping
coordinate channels. The default mapping (from
theGenerateMappingCoordinatestoggle)is
always channel 1. The UVW Map modifier can
send coordinates to any channel. This lets you
have many different sets of coordinates on the
same face simultaneously.
Ma p Channel—Setsthemapchannel.TheUVW
Map modifier defaults to channel 1, so mapping
behaves in t he default fashion (and in the fashion
of earlier software releases) unless you explicitly
change to another channel. Default=1. Range=1
to 99
To use the additional channels, you must not only
choose a channel in the UVW Map modifier, but
also assign an explicit map channel at the map level
of the m aterial assigned to the object. You can use
many UVW Map modifiers in the modifier st ack,
each one controlling the mapping coordinates of
different maps in a material.
Ver tex Color Channel —Define the channel as a
vertex color cha nnel by choosing this option.
Be sure to match any material mapping in the
coordinates rollout to be Vertex Color as well, or
by using the
Assign Vertex Colors utility (page
2–1544)
.
The Map channels are accessed in various places
in the software, as follows:
•
Genera te Ma pping Coords—This check box, in
the creation parameters of most objects, assig ns
Map channel 1 when turned on.
•
UV W Ma p M odif ier —Contains options for
channels 1 through 99. This lets you specify
which UVW coordinates are used by this UVW
Map modifier. The modifier stack can pass
these channels simultaneously for any face.
•
UV W XForm and Unwrap U V W s—These two
modifiers also contain Channel option buttons.
•
Material Editor Channel Assignment—Yo u
assignthechanneltobeusedbyamapinthe
Coordinates rollout at the map level in the
Material Editor.
• The assignment varies depending on the t ype
of map:
2D Maps—In the Mapping list for the Texture
option, you can choose Explicit Map channel,
Vertex Color Channel, Planar from Object
XYZ, or Planar from World XYZ.
3D M aps—At the top of the Co ordinates rollout,
thereisaSourcelistwhereyoucanchoosean
Explicit Map Channel, Vertex Color Channel,
Object XYZ, or World XYZ. Use the Map
Channel spinner to define the channel number.
•
NUR B S Surfa ce Objects a nd S ub-Objects—Let
you specify which Map channel the surface
uses.
Alignment group
X/Y /Z—Select one of these to flip the alignment of
the mapping gizmo . Each specifies which axis of
the gizm o is aligned with the local Z axis of the
object.
Note: These options aren’t the same as the Flip
check boxes beside the U/V/W Tile spinners. The
Alignment option buttons actual ly flip the gizmo
orientation, while the Flip check boxes flip an
assigned map’s orientation.
Manipulate—When on, a gizmo appears on
the object that lets you change parameters in
the viewport. When Real-World Map Size is on,
Manipulate is available only w ith the Planar and
Box mapping types. For more information, see
Manipulators for UVW Map (page 1–907)
.
Tip: Turn on snapping to adjust the mapping
precisely.