- [Instructor] One of my favorite features
of 3ds Max is something called Real-World Map Size.
And this allows you to determine the absolute scale
of a particular bitmap from within the material editor.
And that is measured in scene units.
This is a slightly different method
than applying UVW Mapping to each individual object.
We still need a UVW Map modifier in some cases,
but we don't have to micromanage each one
of those UVW Map modifiers,
we can just set them all to real-world scale.
And then the materials will all just automatically
be at the correct scale that we set in the material editor.
This is a feature of the legacy bitmap node.
The OSL bitmap node does not support this method.
So I'll go into the material editor.
I've got a wood paneling material made already,
and this OSL, a composite node here
is going to later apply color.
But for now, I just want to apply the luminance
or brightness directly to the base color here,
so we can see it really clearly in the view port.
Right-click in the view and choose maps, general, bitmap.
And we want to browse within our current projects,
scene assets images, and we're looking
for a file called wood, panels, thin, diffuse,
2048 by 2048.png.
Select that and click open.
And we'll just connect that up
to the base color map of that physical material.
And we see that these various objects
have that material assigned.
But if you look closely, you'll notice
that they're not consistently sized.
The paneling here on the wall,
the scale of that map is different to the scale on the desk,
which is again different to the scale on the doors here.
We can make all of that consistent.
All we need to do is enable real-world scale.
So I'll start with the desk
because that's the most, or complicated part of this.
So I'll select that reception desk,
the top of the desk, go to the modifier panel,
and we want to add a UVW Map modifier
so we can precisely position the wood grain on that desk.
Go to the modifier list, we need to type in UVW
and choose UVW Map.
And as we saw before, by default we're going to get
a planar map that exactly matches the size and shape
of the object.
So what we want here is to enable Real-World Map Size.
When we turn that on,
then all these other parameters get grayed out.
Okay, well, we also need to enable real-world scale
in our material.
So back in my material editor,
which I've got minimized down here.
In that bitmap node, we've got use real-world scale.
Turn that on and then give it some size,
let's say four meters by four meters, type in a four,
and then down here under the size
for height we'll type in a four.
And now, this bitmap,
if we double-click on it we can see its preview.
That bitmap is now scaled in our view
such that it is four meters on a side in scene units.
Cool, so back to our UVW Map modifier,
if we want to adjust this and position it,
we can use the Gizmo,
but I want to do something a little bit fancy here,
which is to use box mapping.
What we have here if we get in real close Control Alt
and middle mouse, with planar mapping,
we're actually getting some texture stretching here
and we're not seeing what I want
which is the texture sort of wrapping around.
And we can enable that using box mapping.
So set the mapping type to box,
and then open up the UVW Map modifier and choose Gizmo,
and the move tool is activated automatically.
And we can move that Gizmo and we can reposition that map.
If we move the Gizmo out beyond the size of the object,
we can see the Gizmo is a tiny cube
that's one centimeter on a side.
That's what happens when we enable Real-World Map Size.
If we turn it back off again,
then the Gizmo size is going to be determined
by the parameters here.
Okay, we want Real-World Map Size on,
and we want to just position this and we can also rotate it.
We can grab the rotate tool
and additionally, snap the rotations.
We have a button on the main toolbar which is Angle Snaps,
and then we can more easily
and precisely rotate this exactly how we want it.
I can turn that 90 degrees,
for example, in various directions.
So I'll just turn it, looks like 90 degrees
around the Y-axis.
And then maybe additionally, 90 degrees around
looks like the X-axis,
and then I've got the wood grain pattern I was hoping for.
Okay, and we can again, position that, fine tune it,
move it up and down.
We can make it so that this grain matches better,
but that's something we can leave to later.
For now, I just want to finish up
with applying that Real-World Map Size
onto all the other objects.
So if I select this other part of the desk
by going out of Gizmo mode and selecting that desk,
this is a Chamfer Box primitive,
and the primitives have Real-World Map Size built into them.
So I can actually just enable it here,
I don't don't even need to add the UVW Map modifier.
I used it for the tabletops so I would have the control
of being able to manipulate the exact placement.
Let's investigate these other objects.
So on the wall, it's an Editable Poly
with a UVW Map modifier applied.
All I need to do there is enable Real-World Map Size.
Let's check out the doors.
So again, the doors are Pivot door primitives.
Those are of a primitive type called Pivot door,
and that doesn't have Real-World Map Size built into it.
So I've applied UVW Map modifier
and I'm using box mapping here as well.
And just enable Real-World Map Size.
And now we have a consistent scaling
to all of those objects, they all share the same map scale.
I can go back into the material editor,
and for example, change that scale, we can set the size
to something else like 10 meters by 10 meters.
And now we've scaled up all of those maps.
Okay, I'll set that back down to four by four.
And finally, as I said before,
I've got this composite node here that's providing a color.
So I've got two different colors here.
I'm going to take this bitmap node output,
plug it into the top layer alpha,
and that's creating a mask between these two colors.
And then take the output of that composite node
and plug that into the base color of the material.
And now I've got a nice wood grain.
Cool, so that is how to use Real-World Map Size,
a big time saver especially for these architectural scenes.