UVW MAP? simlar MAX UVW MAP modifer?

the modifer. i hope join blender… because so important… for archviz, for game uv texture… very important.

some times you need real world unit texture.

i test some shader editor , i hope try make simlar node. but i failed … my blender forum post:https://blenderartists.org/t/tile-something-using-real-world-dimensions/1163164/13

many people like the UVW MAP modifer… I found a guy 8 years ago to talk about this question. him post :https://blenderartists.org/t/uvw-map-or-similar/524563. but no one care about this.

real hope dear developer join the modifer…

Hi, there is an old addon called “Simple Box UVW Map” that is similar to what you’re looking for.
You can find it here: https://blenderartists.org/t/simple-box-uvw-map-modifier/524479

But yes, would be very nice to have it as a true modifier, maybe with 2.8 new fancy gizmos to set its origin, rotation and scale. :slightly_smiling_face:

Thank you reply… although simple. but usefull. but i hope someday it’s like become powerful UVW tools.

A basic UV mapping modifier, to generate box, sphere or plane UVs seems like the most basic modifier for UV texturing. No idea why nobody ever added this, as it seems like this should be the first UV-modifier one would add, and it would be immediately useful.

There’s a likelihood that node-based modifiers will allow for this kind of thing.

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Ah, the old “nodes will solve everything” answer. :wink:

But in this case I don’t think so, because I don’t see how anything node based would improve, or be faster, than the UVW Map modifier in Max. I mean, the direct editing through the gizmo in the 3D view is what we’re after here, and then the simple entering of real world dimensions, and that’s it.

In Max, you often stack this to project decals too, and just move the gizmo to place them.

With node-based modifiers, we want to allow for gizmos in the viewport too, so you could manipulate the texture coordinates that way, in a non-destructive, interactive way.

Btw, for decals, we already do have a modifier called UV Project for that, and you can use an Empty object in the viewport for adjust it.

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