Helps you in making tiling textures fit an actual physical size.
For example it would help you make a 60cmx60cm tile texture actually become 60x60 on your model.
Who is this for?
Mostly for people into architectual rendering. If you need to have a more reliable visualisation of how a material would look. You'd most definitly need a material that is to scale on every object you put it on. And since there will be many objects of many different using the same material, it can be annoying to get them in order.
How it's designed to work:
It's designed around 2 basic principles being:
1. The UV square is always concidered to be 1m x 1m, no matter whatHow do I use it?
2. The actual size of your texture is determined by it's scale in the textures panel ( normally found under mapping )
Make sure you've applied your model's scale before proceeding (CTRL+A).
Press the "Scale UV to world size" button with your object selected.
If you've selected force unwrap(or your model hasn't been unwrapped yet), it will automaticlly create a UVlayer called: "UVMapWorldSize" and apply a smart_unwrap with an angle limit of 45.
Otherwise it just creates the UV layer and scales any existing UV map to approximatly fit the world.
Enter the material size in the given field X and Y size( in metric meters )
Press the "set Material size" button. It'll apply the correct texture scale to every texture within your selected material.
1. Ofcourse not every material has textures of the same size attached to it. In case you want to manually set a size for your texture. Go to the texture mapping area of your texture. (Notice it's set to UV : UVMapWorldSize).
You can calculate the correct size of your material by dividing 1 by the world size of the texture.
Example: A tile texture is 60x60 cm, your scale should be: X = 1/0.6 , Y = 1/0.6
2. Stretched UV's can seriously distort the accuracy. Go for 0 stretching if possible.
- place in Blender\2.65\scripts\addons
- enable in addons: Object:Realsize Unwrap ( found under Testing )
You can find the tool under "UV tools" on the toolshelf in the 3D viewport ( T ).
Only shows in object mode
v0.1 (alpha) - direct
v0.1 (alpha) - adfly
- add some screenshots, maybe a small video guide. Just make this block of text enjoyable to read
- make more reliable algorythm ( per face instead of entire mesh )
- improve UI
- add automatic island / face rotation depending on face orientation. ( No more need to rotate faces an X degrees to get horizontal or vertical textures.
- Receive suggestions
- cleanup code
- 19-12-'12 :
Lemme know what you think