9

UVW Map Modif ier 931
Length, W idth, Height—
Specify the dimensions of
the U VW Map gizmo. The default scale 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.
TheHeightdimensionisunavailableforthe
Planar gizmo: It does not have depth. Likewise,
the dimensions for Cylindrical, Spherical,
and Shrink Wrap mapping 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
earlierversionsof3dsMax.(Thismaintains
compatibility with files from previous releases,
in which gizmos were scaled non-uniformly to
adjust their dimensions.).
The dimensions essentially become sca le
factors rather than measurements. You can
reset the va lues to dimensions by clicking the
Fit or Reset buttons, which will lose the orig ina l
non-uniform scaling.
U T ile, V Tile, W T ile—Let you specif y the
dimensions of the UVW map, for tiling the image.
These are floating-point values, which you c an
animate to displace the map’s tiling over time.
Flip—Reverses the image about the given axis.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
totheobject. Thescalingvaluesarecontrolled
by the U se Real-World Scale settings found on
the applied material’s Coor dinates rollout (page
2–1625).Default=on.
Whenon,theLength,Width,HeightandTiling
spinners are unavailable.
Channel group
Each object can have up to 99 UVW mapping
coordinate channels. The default map ping (from
the Generate Mapping C oordinates toggle) is
always channel 1. The UVW Map modifier c an
send coordinates to any channel. This lets you
have many different sets of coordinates on the
same face simultaneously.
Ma p Chann el—Sets the m ap channel. The U VW
Map mo difier defaults to channel 1 , so m apping
behaves in the default fashion (and in the fashion
of earlier s oftware 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 t he modifier stack,
each one controlling the mapping coordinates of
different maps in a material.
Ver tex Color Channel Define the channel as a
vertex color channel by choo s ing 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
2–1734).
The Map channels are accessed in various places
in the software, as follows:
Gener ate Ma pping Coords—This check box, in
the creation parameters of most objects, assigns
Map channel 1 when tur ned on.
UV W Ma p Modi fi er—Contains options for
channels 1 through 99. This lets you specify
which UVW coordinates are used by this UVW
Map modifier. The modifier s tack can pass
these channels simultaneously for any face.