Scaling procedural texturemaps
One would assume, incorrectly, that a procedural texture map can be applied to any size surface and it would be the same regardless of object size. Apparently that's not how it works:
The cube has the same original Poser stone procedural texture as the blocks beneath it, but because the blocks are part of one much larger single object, the texture map gets "stretched out".
Is there a way to easily scale the whole material without having to adjust the many individual elements that make up the overall material?
Many thanks in advance!
Any ideas where to get some?
Try a 3D procedural. It will make you free of texture mapping issues because it does not use the UV coordinates, only the geometry.
Key is the np node. Keep in mind its output gives x,y,z in the r,g,b channels, and scale is 0.1 inch per unit, so a horizontal plane at y=1.0 foot gives output with value 120 in the 'green' channel.
You can mix with uv based textures of course. You can feed noise or other signal into the displacement channel to get consistent roughness.
Is there a difference between a procedural and 3D procedural material?
Here's the stock material that comes with Poser
The large cube behind the small one is 10x bigger and a lot smoother
Wouldn't know where to start adjusting some of the things you mentioned.
Was kinda hoping for a multiplier nod that could scale all the nods together ???
You then best start simple.
The basis for the 3Dtextures is somewhat vague. You can try if you can get better results by resetting the scaling.
To do this open the blocks etc. sized as you want in the group tool and use 'create prop' to make a new prop that is 100% scaled. Delete the old one. If all goes well you then have eliminated the differences introduced by scaling.
Whether the resul is the same for different props, say cylinders and blocks, I do not know.
@krios - For scaling texture maps I use a setup I shamelessly took from one of @bagginsbill's demonstrations a while back. Plug a math node into the U_Scale & V_Scale of the Image_Map node, set the math node to Divide with both values set to 1, then control the amount of tiling by changing value 2.
Maybe the same thing would work for the example above. Plug a math node into every scale parameter of every node that has them. Set the math node to Divide then by changing value 2 it should be possible to change the scale of the entire material at once. Maybe ;)
Simple is good! But it might have to be simplified a bit more... how do you 'create prop' from a prop? You mean adding it to the library?
Exporting it as an OBJ doesn't save it large. Even exporting the original model from Maya x10 size did nothing when imported into Poser.
And here is the material at 100% scale
Plug a math node into every scale parameter of every node that has them. Set the math node to Divide then by changing value 2 it should be possible to change the scale of the entire material at once. Maybe ;)
There are a lot of nodes in this material... but thanks for the advice, will try a few of them.
@krios you could also simplify the procedural by using @bagginsbill 's texture baker setup, which uses no lights, an orthogonal camera (no perspective to worry about) and a square plane completely filling the square render area (set to whatever resolution you want, e.g. 4000x4000), with the desired procedural texture plugged into the ambient colour of the Poser Surface node for the square prop.
Once you have a rendered texture (and specular, bump/displacement, etc.), you can use that on an image map with the Global_Coordinates box checked. That has a similar effect to @F_Verbaas ' NP node suggestion, in that the textures ignore the object's position (looks very strange if the object moves, as the textures don't follow it! But shouldn't be a problem for architecture, unless you plan to animate an explosion or earthquake)
Thanks for the link, anomalaus. It seems the plane texture has a few nods plugged into the ambient channel already.
Wasn't sure which part of the procedural to plug into the ambient... ???
Thank you for all your suggestions so far. Looks like the best way to fix this would be to figure out how to import OBJs at the correct scale to avoid scaling up x10.
For now it's alright as most of the shots in the scene are far from the architecture and the building model is a placeholder at best.