![]() ![]() The question is: how do these UV values come into being? A triangle exists in 3D space, and there is no sense in talking about how it lies on a 2D plane, unless we first define how that plane relates to the triangle in 3D space. In order to apply a texture to a particular triangle, it is necessary to know where on the texture image plane the triangle lies, so each vertex of the triangle is assigned U and V values, generally between 0.0 and 1.0, indicating its position on the plane (you can think of U going along the X axis and V along the Y axis of the plane). When you render (at least in Maxwell), you are always rendering a mesh, which is made of triangles (and quadrangles, which are ultimately split into triangles). Since you say you don’t understand how it works, I’ll give just a bit of background. Not a stupid question, UV mapping can definitely be one of the more esoteric aspects of modeling & rendering. And also, in the future, please consider posting any Maxwell-specific questions to the Maxwell for Rhino sub-forum at. Please let me know if this helps you get things sorted. Lastly, if you choose to switch the material back to using relative units, then to avoid having to go texture-by-texture through an entire material, be aware that if you hold down CTRL+SHIFT when changing the value of a texture parameter, the change will be propagated to all the textures in the material. And secondly, if you elect to use real scale mapping, be aware that you can then control the orientation of the cubic mapping generated by the plugin, using the RS Rotation section in Object Properties > Maxwell. explicit Rhino mappings, so depending what you would like to do, either switch your textures to use relative mapping (open the plugin material editor, right-click on a texture to open the texture editor, and set Units to Relative), or else delete any explicit mappings from your objects (in Object Properties > Texture Mapping). The main principle to understand is that it should be considered an either/or situation with Real Scale vs. Indeed, both factors (use of real scale and application of explicit Rhino texture mappings) are in play here.
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