9

926 Chapter 8: Modifiers
By default, the UVW Map modifier uses planar
mapping on map channel 1. You can change the
type of mapping and the map channel to suit
your needs. There are seven types of mapping
coordinates, ninety-nine map channels, t i ling
controls, and controls to size and orient the
mapping gizmo in the UVW Map mo difier.
Note: If a UVW Map modifier is applied to
multiple objects, the UVW Map gizmo is
defined by the selection, and the mapping that
resultsisappliedtoalltheobjects.
To use multiple UV W channels in the same object:
1.
Assign Map channel 1 to an object. You can do
this by either turning on Generate Mapping
Coordinates in the P arameters rollout of
anyprimitive,orbyassigningaUVWMap
modifier with channel 1 chosen.
Generate Mapping Coordinates uses map
channel 1 by default.
2. Assign a UVW Map modifier (or a second one,
if youre using the first to assign channel 1).
Choose channel 2 for t his modifier.
Both coordinate channels are now assigned
to the geometry. The next step is to assign a
mapped material that uses both channels.
3. Createamaterialwithtwomaps.Youcando
this using a Composite m ap, or a Blend m aterial
w ith two maps, or you can have one m ap
assigned to Diffuse and another assigned to
Bump. Perhaps the easiest way to see the effect
is to composite two maps, with the second map
containing an a lpha channel.
4. Go to the level of one of the maps and, in the
Mapping list, choose Explicit Map Channel 2.
The other map is already assigned channel 1
by default.
5. Assign the mapped material to the object.
You can switch between viewing the maps in
theviewportusingtheShowMapInViewport
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 us e the XY Z to UVW option:
TheXYZtoUVWoptionisusedtomakea
3D procedural 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 NU RBS object is selec ted.
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 Coord inates rollout, the Map Channel
parameter activates, leave the value at 1.
4. Assign the material to the box.
5. OntheModifypanel,chooseUVW
Map f rom the Modifier List.
6. On the UVW Map modifier, turn on XYZ to
UVW.
By default, the Map Channel value is 1.
7. Render the Front viewport.
The cellular pattern renders normally on the
surface of the bo x.
8. Ri ght-click over the object and cho ose Convert
To: > Convert to Editable Mesh from t he
Transform (lower-right) quadrant of the quad
menu.
Theboxisconvertedtoaneditablemesh.