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Using the Real-World Map Size option

From: 3ds Max 2013 Essential Training

Video: Using the Real-World Map Size option

3ds Max has a very useful feature for scaling the UVW Map and it's called Real-World Map Size, you'll find it down in the parameters of the UVW Map Modifier and I can tick that on. Now that's only half of it. Once I've turned that on I also need to turn on the corresponding switch in the Material Editor. You need to open up that Material Editor, go to the material and I'll need to go to the Map, and it is currently shown here, and in the Coordinates rollout for that map I will need to enable Real- World Scale and then give it some size, let's say 20'x20'.

Using the Real-World Map Size option

3ds Max has a very useful feature for scaling the UVW Map and it's called Real-World Map Size, you'll find it down in the parameters of the UVW Map Modifier and I can tick that on. Now that's only half of it. Once I've turned that on I also need to turn on the corresponding switch in the Material Editor. You need to open up that Material Editor, go to the material and I'll need to go to the Map, and it is currently shown here, and in the Coordinates rollout for that map I will need to enable Real- World Scale and then give it some size, let's say 20'x20'.

And once I've done that, now each one of these tiles is exactly 20 feet. Don't be distracted by the fact that this is reading out as 19 feet and 12 inches, that's just little bit of a quirk of the program. This is a very, very useful technique, because especially for architectural scenes it might be useful for me to have a sample that's, you know, a piece of masonry that's maybe 3 feet on a side, or something like that, and if I enable Real-World Scale here and Real-World Map Size here, then I can just type in the value.

If I get in really close on this by the way you'll notice that the gizmo is tiny. This is the only real issue with this is that that Gizmo is itty-bitty. Where is it? There it is! That's just a byproduct of the process, it doesn't show the gizmo at 20'x20', it shows it at a tiny size of an inch as we can see here. There's not a lot I can do about that. I don't want to scale the Gizmo for the reasons I've mentioned in the last movie. Just leave it as it is. If you need to move it around you'll just have to get in really close on that, selected that Gizmo and I can position it as needed.

A very helpful feature; Real-World Map Size.

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3ds Max 2013 Essential Training

149 video lessons · 15908 viewers

Aaron F. Ross
Author

 
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  1. 1m 50s
    1. Welcome
      1m 2s
    2. Using the exercise files
      48s
  2. 6m 58s
    1. Setting user interface defaults
      1m 18s
    2. Setting preferences
      2m 38s
    3. Using project folders
      3m 2s
  3. 22m 6s
    1. Getting familiar with the interface
      2m 56s
    2. Using the Create and Modify panels
      2m 53s
    3. Navigating in the viewports
      2m 10s
    4. Using hotkeys
      3m 12s
    5. Transforming objects
      3m 42s
    6. Using axis constraints
      1m 54s
    7. Choosing shading modes
      3m 17s
    8. Configuring the viewports
      2m 2s
  4. 28m 57s
    1. Surveying different modeling methods
      2m 40s
    2. Setting units
      5m 25s
    3. Setting home grid dimensions
      2m 8s
    4. Understanding level of detail
      4m 19s
    5. Working with the modifier stack
      3m 41s
    6. Understanding dependencies
      4m 30s
    7. Collapsing the modifier stack
      2m 48s
    8. Working with sub-objects
      3m 26s
  5. 14m 32s
    1. Creating shapes
      4m 35s
    2. Creating lines
      3m 10s
    3. Working with Editable Spline
      2m 13s
    4. Using different vertex types
      4m 34s
  6. 22m 59s
    1. Lofting a vase
      3m 56s
    2. Setting loft parameters
      3m 25s
    3. Editing a path
      3m 25s
    4. Manipulating loft sub-objects
      2m 43s
    5. Adding a scale deformation
      4m 8s
    6. Adding a Shell modifier
      1m 49s
    7. Finishing the model
      3m 33s
  7. 15m 42s
    1. Setting up the scene
      1m 25s
    2. Creating chamfer boxes
      3m 33s
    3. Cloning objects
      2m 35s
    4. Using the Array tool
      4m 17s
    5. Measuring with the tape helper
      2m 15s
    6. Grouping objects
      1m 37s
  8. 22m 49s
    1. Laying out the scene
      2m 11s
    2. Modeling rectangle primitives
      2m 26s
    3. Working with Editable Spline
      4m 32s
    4. Applying a Sweep modifier
      1m 46s
    5. Soft-selecting with Volume Select
      3m 41s
    6. Removing polygons with Delete Mesh
      1m 36s
    7. Clearing a sub-object selection with Mesh Select
      1m 43s
    8. Adding randomness with the Noise modifier
      2m 0s
    9. Instancing modifiers on multiple objects
      2m 54s
  9. 30m 11s
    1. Making an editable poly and understanding Graphite
      1m 0s
    2. Using the Graphite ribbon interface
      3m 55s
    3. Selecting sub-objects
      2m 36s
    4. Choosing selection region methods
      2m 4s
    5. Using the caddy to extrude
      3m 7s
    6. Controlling detail with Remove and Cut
      3m 53s
    7. Inserting edge loops with SwiftLoop
      1m 2s
    8. Constraining sub-object transforms
      2m 5s
    9. Attaching polygon meshes to a single object
      2m 40s
    10. Bridging parts of a mesh
      2m 41s
    11. Smoothing and hardening edges
      5m 8s
  10. 34m 55s
    1. Understanding subdivision surfaces
      3m 7s
    2. Creating a box and converting it to an editable poly
      2m 57s
    3. Using the Symmetry modifier
      1m 49s
    4. Working with TurboSmooth
      3m 5s
    5. Extruding polygons
      2m 8s
    6. Rounding out square corners
      3m 15s
    7. Choosing a transform center
      5m 55s
    8. Editing edge loops
      2m 34s
    9. Shaping the model
      5m 0s
    10. Baking subdivisions
      5m 5s
  11. 28m 51s
    1. Understanding NURBS
      1m 1s
    2. Creating NURBS curves
      3m 9s
    3. Creating arcs and lines
      3m 36s
    4. Converting Bézier splines to a NURBS object
      3m 42s
    5. Cloning sub-objects
      1m 50s
    6. Creating an offset curve
      2m 40s
    7. Creating a U loft surface
      3m 16s
    8. Editing a dependent surface using curves
      2m 28s
    9. Creating an extrude surface
      1m 9s
    10. Setting Surface Approximation
      6m 0s
  12. 18m 30s
    1. Setting up the scene
      2m 4s
    2. Creating text
      2m 2s
    3. Applying a Bevel modifier
      1m 14s
    4. Choosing bevel parameters
      2m 31s
    5. Controlling the level of detail
      4m 14s
    6. Deforming beveled objects
      1m 19s
    7. Exporting paths from Adobe Illustrator
      2m 22s
    8. Importing Illustrator paths
      2m 44s
  13. 16m 46s
    1. Opening the Material Editor
      2m 29s
    2. Navigating the Compact Material Editor
      1m 43s
    3. Working with the Sample Slots and Scene Materials
      3m 15s
    4. Choosing material and shader types
      2m 41s
    5. Adjusting specular parameters
      1m 27s
    6. Previewing renders with ActiveShade
      2m 12s
    7. Adjusting opacity and refraction
      2m 59s
  14. 35m 6s
    1. Applying procedural maps
      4m 10s
    2. Navigating shader trees
      1m 8s
    3. Managing source image files
      5m 1s
    4. Tracking scene assets
      5m 48s
    5. Projecting UVW mapping
      4m 51s
    6. Using the Real-World Map Size option
      2m 3s
    7. Adding reflections with Raytrace map
      4m 21s
    8. Creating a self-illuminated environment
      4m 15s
    9. Mapping a bump channel
      1m 42s
    10. Instancing material sample slots
      1m 47s
  15. 18m 32s
    1. Working with Display layers
      6m 28s
    2. Creating a free camera
      2m 2s
    3. Moving a camera with Truck, Dolly, and Pan
      2m 19s
    4. Using a target camera
      2m 18s
    5. Adjusting Field of View
      1m 30s
    6. Choosing an aspect ratio
      3m 55s
  16. 34m 33s
    1. Understanding CG lighting
      7m 44s
    2. Controlling an object's shadow properties
      1m 20s
    3. Creating a target spotlight
      2m 57s
    4. Adjusting intensity and color
      1m 30s
    5. Controlling contrast and highlights
      1m 35s
    6. Setting a spotlight's hotspot and falloff radius
      3m 6s
    7. Choosing a shadow type
      2m 34s
    8. Optimizing shadow maps
      3m 25s
    9. Optimizing area shadows
      3m 27s
    10. Creating omni lights
      3m 53s
    11. Excluding objects from lights
      1m 53s
    12. Using the Light Lister
      1m 9s
  17. 23m 45s
    1. Understanding keyframes
      52s
    2. Setting up the time configuration
      1m 51s
    3. Choosing Set Key filters
      56s
    4. Creating keyframes in Set Key mode
      1m 58s
    5. Editing keyframes in the timeline
      2m 8s
    6. Creating keyframes in Auto Key mode
      1m 58s
    7. Building up animation in passes
      1m 45s
    8. Editing keyframes in the Dope Sheet
      4m 1s
    9. Editing function curves in the Curve Editor
      4m 9s
    10. Cycling and extrapolating function curves
      4m 7s
  18. 28m 4s
    1. Understanding hierarchies
      1m 31s
    2. Understanding coordinate systems
      2m 38s
    3. Controlling rotations
      6m 51s
    4. Moving and rotating pivot points
      3m 22s
    5. Locking transforms
      1m 28s
    6. Linking objects
      3m 13s
    7. Using Schematic View
      1m 48s
    8. Solving problems with scale
      7m 13s
  19. 12m 27s
    1. Understanding controllers
      3m 22s
    2. Constraining animation to a path
      3m 38s
    3. Assigning a Link constraint
      1m 45s
    4. Adding link targets in the Motion panel
      1m 16s
    5. Animating constrained objects
      2m 26s
  20. 11m 22s
    1. Understanding image sequences
      2m 22s
    2. Choosing Render Setup options
      2m 3s
    3. Specifying file output
      4m 46s
    4. Playing Image Sequences in the RAM Player
      2m 11s
  21. 34s
    1. Goodbye
      34s

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