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3D MAX UVW贴图精讲(国外英语资料)
3D MAX UVW贴图精讲(国外英语资料)
UVW texture modifier
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Select object. modify the Panel Modify modifier UVW map
Select object. Modify Menu UV coordinates UVW maps
Textures, spheres, and rectangles.
Step interface
By applying the map coordinates to the object, the UVW map modifier controls how the map material and procedural material are displayed on the object surface. The mapping coordinates specify how the bitmap is projected onto the object. The UVW coordinate system is similar to the XYZ coordinate system. The U and V axes of the bitmap correspond to the X and Y axes. The W axis corresponding to the Z axis is generally used only for procedural maps. You can switch the bitmap coordinate system to VW or WU in the material editor, in which case the bitmap is rotated and projected so that it is perpendicular to the surface.
By default, primitive body objects (such as spheres and rectangles) have the same mapping coordinates as the set object and the NURBS surface. Scanning, importing, or manually constructing polygons or patch models does not have a map coordinate system until the UVW map modifier is applied.
Notice that import or link drawing from Autodesk, Architectural, Desktop, and Autodesk Revit still keeps the mapping coordinates specified by these products to the object.
If you apply the UVW map modifier to objects with built-in map coordinates, if you use the texture channel 1 in the UVW map modifier, the coordinates applied are preferred. By default, in the creation of the base body, the available mapping coordinates option uses the texture channel 1.
Using the UVW map modifier, the following actions can be performed:
* apply one of seven mapping coordinates to the object on the specified mapping channel. Bump maps on the diffuse map and texture channel 2 of texture channel 1 can have different mapping coordinates and can be individually controlled using the two UVW map modifiers in the modifier stack.
* apply one of the seven coordinate coordinates to t
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