By applying mapping coordinates to an object, the UVW Map modifier controls how mapped and procedural materials appear on the surface of an object. Mapping coordinates specify how bitmaps are projected onto an object. The UVW coordinate system is similar to the XYZ coordinate system. The U and V axes of a bitmap correspond to the X and Y axes. The W axis, which corresponds to the Z axis, is generally only used for procedural maps. A bitmap's coordinate system can be switched in the Material Editor to VW or WU, in which case the bitmap is rotated and projected so that it is perpendicular to the surface.
Mapping a sphere and a box.
By default, primitive objects such as spheres and boxes have mapping coordinates, as do loft objects and NURBS surfaces. Scanned, imported, or hand-constructed polygonal or patch models do not have mapping coordinates until a UVW Map modifier is applied.
If you apply a UVW Map modifier to an object with built-in mapping coordinates, the applied coordinates take precedence if map channel 1 in the UVW Map modifier is used. The Generate Mapping Coordinates option, available during the creation of primitives, uses map channel 1 by default.
You use the UVW Map modifier to:
You can control the type of mapping coordinates and the placement of the mapping gizmo for each bitmap in a material that uses multiple bitmaps by assigning explicit map channels to the bitmaps. In the Material Editor you assign each map a different channel number, then you add multiple UVW Map modifiers to the object's modifier stack, each UVW Map modifier is set to a different map channel. To change the type of mapping or gizmo placement for a particular bitmap, you select one of the UVW Map modifiers in the modifier stack and change the parameters. You can change the name of a UVW Map modifier in the Edit Modifier Stack dialog to correlate the modifier to the bitmap.
Changing a map's location by moving the gizmo.
The UVW Map gizmo projects mapping coordinates onto an object. You can position, rotate, or scale a gizmo to adjust map coordinates on an object; you can also animate the gizmo. Gizmo transformations remain in effect if you select a new map type. For example, if you scale a spherical mapping gizmo and then switch to planar mapping, then the planar mapping gizmo is also scaled.
Gizmo Display for Different Map Types
For planar, spherical, cylindrical and shrink wrap maps, a short yellow line indicates the top of the map. The green edge of the gizmo indicates the right side of the map. On a spherical or cylindrical map the green edge is the seam where the left and right edge meet. Gizmo must be selected in the modifier display hierarchy to display the gizmo.
Gizmos for different projection types
Left to right: planar, cylindrical, box, and spherical
Effects of Transforming the UVW Map Gizmo
Moving the gizmo changes the center of projection and affects all types of mapping. Rotating the gizmo changes the orientation of the map, which affects all types of mapping. Uniform scaling does not affect spherical or shrink-wrap mapping. Non-uniform scaling affects all types of mapping.
If you scale a gizmo smaller than the geometry, then a tiling effect is created, unless scaling has no effect on the map type in use. Tiling based on gizmo size is in addition to tiling values set in the Material Editor Coordinates rollout for the map or the UVW Map modifier tile controls.
The size of the gizmo affects how the mapping is applied to an object.
The UVW Map modifier has graphic manipulators to help you adjust the mapping dimensions and tiling when Real-World Map Size is off. When Real-World Map Size is on, you can adjust positioning only for the Planar and Box mapping types.
Manipulators are visible and usable while the Select And Manipulate button is active. This button is on the default toolbar. When you move the mouse over a manipulator, the manipulator turns red to show that dragging or clicking it will have an effect. Also, a tooltip appears, showing the object name, the parameter, and its value.
For more information on using the UVW Map manipulators, see the Procedures section.
Use the UVW Tile controls if you want a map to repeat. Tiled maps are useful for bricks on a wall, or tiles on a floor. Rather than creating one large map, seamless maps can be tiled to surface a large area without visible seams, to give the illusion of a large map.
Tiling in the UVW Map modifier affects only the objects that use this modifier. Tiling a map in the Material Editor affects tiling on all the objects that use the material.
Material and UVW Map tiling are multiplied. For example, if a map in the Material Editor has a tile value of 2 on one axis, and a UVW Map modifier has a tiling value of 3 on the same axis, then the result is a tiling value of 6.
Objects with No Mapping Coordinates
If you render an object that doesn't have mapping coordinates or a UVW Map modifier, and the object uses a material with 2D bitmaps or 3D procedural maps that use explicit map channels, then a Missing Map Coordinates alert is displayed. The alert lists both the name of the object and the UVW channels or Vertex Color channels that are missing the coordinates. For example: (UVW 2): Torus01.
Mapping Selection Sets or Grouped Objects
You can apply one UVW Map modifier to a selection of objects. One large mapping gizmo will encompass the entire selection unless the Use Pivot Points option is turned on in the modifiers rollout before applying the UVW Map modifier. If the Use Pivot Points option is used then each object is encompassed with its own mapping gizmo.
If any of the objects in the selection has had its pivot point shifted in the Hierarchy Pivot panel, and you use the Use Pivot Points option with the UVW Map modifier, then the mapping gizmos are centered to the pivot points rather than the object center and the mapping may be tricky to position the way you want.
To apply the UVW Map modifier:
By default, the UVW Map modifier uses planar mapping on map channel 1. You can change the type of mapping and the map channel to suit your needs. There are seven types of mapping coordinates, ninety-nine map channels, tiling controls, and controls to size and orient the mapping gizmo in the UVW Map modifier.
To use multiple UVW channels in the same object:
Both coordinate channels are now assigned to the geometry. The next step is to assign a mapped material that uses both channels.
You can switch between viewing the maps in the viewport using the Show Map In Viewport control in the Material Editor. You can adjust the mapping of channel 2 without altering the mapping of channel 1 if you've assigned two UVW Map modifiers. Render the scene to see the effect.
Example: To use the XYZ to UVW option:
The XYZ to UVW option lets you make a 3D procedural texture, like Cellular, follow the animated surface of an object. If the object stretches, so does the 3D procedural texture.
On the Coordinates rollout, the Map Channel parameter activates, leave the value at 1.
The cellular pattern renders normally on the surface of the box.
The cellular pattern stretches with the box. This effect is enabled by the XYZ to UVW option. To see the difference, we will change the Source option in the Coordinates rollout in the Material Editor.
To transform the UVW Map gizmo:
Transforming the map gizmo shifts the bitmap, allowing you to orient and move the map on the object's surface.
To use manipulators to control the width and length:
The UVW Map modifier's gizmo turns green, showing it is now a manipulator. Also, two small circles appear next to two of the gizmo's edges.
To use manipulators to control tiling:
The UVW Map modifier's gizmo turns green, showing it is now a manipulator. Also, two small circles appear next to two of the gizmo's edges.
A tooltip shows which dimension you are adjusting, and the new tiling value in that dimension.
Enables gizmo transformations. At this sub-object level you can move, scale, and rotate the gizmo in the viewports to position the mapping.
Determines the type of mapping coordinates used. Different kinds of mapping are distinguished by how the map is geometrically projected onto the object and how the projection interacts with the object's surfaces.
Projects the map from a single plane flat against the object, somewhat like projecting a slide.
Planar projection is useful when only one side of an object needs to be mapped. It is also useful for obliquely mapping multiple sides, and for mapping two sides of a symmetrical object.
Planar map projection
Maps 3D procedural coordinates to UVW coordinates. This "sticks" the procedural texture to the surface. If the surface stretches, so does the 3D procedural map. Use this option with procedural textures, like Cellular, on objects with animated topologies.
For more information on how to use this option, see Example: To use the XYZ to UVW option:.
A sphere with a 3D procedural texture is copied, and the copies are stretched.
Right: Using XYZ to UVW on the object enables the 3D procedural texture to stick and stretch with the surface.
Specify the dimensions of the UVW Map gizmo. The default scale of the mapping icon is defined by the largest dimension of the object when you apply the modifier. You can animate the projection at the gizmo level. Note the following facts about these spinners:
The Height dimension is unavailable for the Planar gizmo: It does not have depth. Likewise, the dimensions for Cylindrical, Spherical, and Shrink Wrap mapping all display the dimensions of their bounding box and not their radiuses. No dimensions are available for the Face map: Each face on the geometry contains the entire map.
The dimensions essentially become scale factors rather than measurements. You can reset the values to dimensions by clicking the Fit or Reset buttons, which will lose the original non-uniform scaling.
When on, uses real-world mapping for texture-mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found on the applied material's Coordinates rollout. (Both Real-World Map Size and Use Real-World Scale should be either off or on at the same time.) Default = off for 3ds Max, on for 3ds Max Design.
When on, the Length, Width, Height and Tiling spinners are unavailable.
Each object can have up to 99 different UVW mapping coordinate channels; one per modifier. The default mapping channel (from the Generate Mapping Coordinates toggle in the object’s creation parameters) is always channel 1. The UVW Map modifier can specify coordinates for any channel. This lets you have many different sets of coordinates on the same face simultaneously.
If you already have edits in that channel from another modifier, those edits could be overwritten. To ensure preservation of your edits, save them before changing channels and then reload the saved edits as necessary.
Sets the map channel. The UVW Map modifier defaults to channel 1, so mapping behaves in the default fashion unless you explicitly change to another channel. Default=1. Range=1 to 99
If you specify a different channel, make sure any maps in the object’s material that should use that mapping are also set to that channel.
You can use multiple UVW Map modifiers in the modifier stack, each one controlling the mapping coordinates of different maps in a material.
The map channel setting is available in various places in 3ds Max, as follows:
Define the channel as a vertex color channel by choosing this option. Be sure to match any material mapping in the coordinates rollout to be Vertex Color as well, or by using the Assign Vertex Colors utility.
When on, a gizmo appears on the object that lets you change parameters in the viewport. When Real-World Map Size is on, Manipulate is available only with the Planar and Box mapping types. For more information, see Manipulators for UVW Map.
Displays the standard bitmap file browser so that you can pick an image. Unavailable when Real-World Map Size is on.
For planar mappings, the map icon is set to the aspect ratio of the image. For cylindrical mapping, the height (rather than the radius of the gizmo) is scaled to match the bitmap. For best results, first use the Fit button to match the radius of the object and gizmo, and then use Bitmap Fit.
Click and drag on the surface of the object to which the modifier is applied. The origin of the gizmo is placed at the point on the surface where the mouse is pointing; the XY plane of the gizmo is aligned to the face. The X axis of the gizmo lies in the object's XY plane.
Normal Align respects smoothing groups and uses the interpolated normal based on face smoothing. As a result, you can orient the mapping icon to any part of the surface, rather than having it "snap" to face normals.
Effectively copies the UVW coordinates from other objects When you pick an object from which you want to acquire UVWs, a dialog prompts you whether the acquire should be done in an absolute or relative fashion.
If you choose Absolute, the acquired mapping gizmo is positioned exactly on top of the mapping gizmo you pick. If you choose Relative, the acquired mapping gizmo is positioned over the selected object.
This setting determines whether and how mapping discontinuities, also known as seams, appear in the viewports. The seams appear only when the Gizmo sub-object level is active.