I don't think I explained myself very well.. ... mapping to a texel density is the same as mapping to a distance, you're just defining the distance in pixels rather than metres. The important number when clicking the set texel density button is the ratio between texel density and texture size, not the values themselves .…
Hi, Is it possible to set 1 UV tile for 1 meter measurement in real world? All the references point out to texel density but I am not after the texel density but rather the real world measurement of 1 meter having a 1 UV tile. Is there a way around this? Thank you for looking at the problem.
1m to 1UV tile has meaning in relation to a frame of refetence. Texel density comes from how many pixels are in the texture you put in that space. In the case of conventional UV layouts the frame of reference is the scale of the object. If you scale the object, texel density in relation to other objects changes. If you…
Thanks for the response @BIGTIMEMASTER Regarding ("Texture size/texel density = metres per uv tile"), I'm not sure how to make my 1 meter objects per 1 UV tile with the equation above because I don't have a texture size/texel density in mind :( For the sake of the argument, even if it is 512, 1024 or 2048. I want it all…
@poopipe Thanks for this: "In maya you could set texel density to 512 px/m and tell it the map size is 512 before clicking the button." That made it clear :) Have a great day ahead!
Correct me if I'm wrong. The texel density needs a map size. 1024 or 512. I want to be indifferent of the map size. Hence the, 1 meter to 1 UV tile for the mean time.
As I said above you simply need to set density based on a 1m texture. You don't need to know a density or size. The numbers you give the tool are irrelevant as long as the ratio between the two is 1:1. In maya you could set texel density to 512 px/m and tell it the map size is 512 before clicking the button. If you're…
What are you trying to do, specifically? "Texture size/texel density = metres per uv tile" i believe the answer is right there. ^ So if you make your terrain out of 1m cubes, you can apply one texture sheet to each. Dunno why you'd need to do things that way -- seems like there is some kind of misunderstanding.
1m to 1UV tile has no meaning without a texel density. A UV tile is infinitely large or small without a map size variable, so how can something that doesn't exist in the real world have a real world size? What you're proposing doesn't make any sense. You can do what you like, but ultimately it will be tied to a map size.