how do you position/scale a material

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plums451
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how do you position/scale a material

Post by plums451 » Sun Nov 07, 2010 6:56 am

i'm using indigo with maya 2011, how do i scale and position the .igm material on the mesh, im trying to add a floor tile material which is a repeat pattern but it only show as one tile, i want the pattern to repeat and be scaled to match the room size

also could you tell me how do you create a light from a poligon mesh

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Zom-B
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Re: how do you position/scale a material

Post by Zom-B » Sun Nov 07, 2010 8:59 am

There is a Indigo Help Forum and a even better fitting Exporter related Forum for Maya ;)

About the meshlight: Light in Indigo is a material option: emittance. So simply create a emitting material and apply it to your mesh.

Feel free to browse the (exporter) manual for deeper insight into how Indigo works: http://www.indigorenderer.com/documentation
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CTZn
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Re: how do you position/scale a material

Post by CTZn » Sun Nov 07, 2010 1:05 pm

Hi plums451,

You scale a texture over a geometry by scaling the UVs of that geometry:
  • select the face(s) composing the floor if it is part of a bigger geometry, or the geometry object itself if it is a plane
    open the Texture UV Editor (in the Window menu)
    convert the selection to UVs (and select them all if they don't come selected)
    scale UVs up until the 0-1 UV square figures the size of one tile in regard with the whole scaled UVs
That's an usual procedure for all renderer types: textures placement is done accordingly with the mesh UVs placement, as this is its only purpose. The 0-1 square figures the very texture bounds, and if the geometry goes beyond then the texture will repeat.

It is reasonable to expect IGM importing before 6 months; unlike liking it, importing an IGM material will build a Maya shading network that you will be able to tweak like any other in Maya.

Did this solve your problem plums 451 ? I don't want to sound profesoral if you knew this already and that the issue is somewhere else :)

PS: Zom-B is right, it helps keeping the forum tidy to post software specific questions in the dedicated forums. Thanks !
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plums451
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Re: how do you position/scale a material

Post by plums451 » Mon Nov 08, 2010 1:49 am

ahh ok I'll give that a try thanks

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Re: how do you position/scale a material

Post by Lemo » Mon Nov 08, 2010 8:11 am

Zom-B wrote:Feel free to browse the (exporter) manual for deeper insight into how Indigo works
Btw I think we're gonna need a manual at some point for MtI :roll:
Maybe something collaborative people could help you with?

Edit: Glad to hear IGM import is on the list :)

SreckoM
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Re: how do you position/scale a material

Post by SreckoM » Mon Nov 08, 2010 8:26 am

I am willing to help about MtI manual if needed.

Soup
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Re: how do you position/scale a material

Post by Soup » Mon Nov 08, 2010 9:02 am

we're working on it ;)

plums451
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Re: how do you position/scale a material

Post by plums451 » Mon Nov 22, 2010 12:28 pm

i'm just started learning 3d, so wasnt familiar with this method,
but yes now it seems obvious
is their any way to see the igm material in the viewport

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CTZn
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Re: how do you position/scale a material

Post by CTZn » Mon Nov 22, 2010 3:09 pm

When IGM importing will be available at least the file textures will be loaded in Maya. Meanwhile you can load them manually into file nodes and apply them to the linking material to tune meshes UVs. As long as a linking material has a valid code in its notes, it's own attributes will not be read at export so you can lay any texture that helps.

UVs just take a little practice. The other way around is to change the texture2dPlacement parameters, but if you want multiple tiles they would all end up within the given baking resolution. By editing UVs you can choose the definition for one tile and get much finer details.
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