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How do I set texel density in 3ds max?
Hello! So I’m having trouble setting my texel density in 3ds max. I have downloaded both textools and texel density tool and they both give me strange results every time, either making my shells incredibly small, making them disappear or even making 3ds max crash altogether. Honestly I’m not sure what to do. This should be a simple thing right? I have no idea why it isn’t working.
Replies
poopipe grand marshal polycounter
I wrote my own but you could try this. Flatten the UVs in their W coordinate before running the tools and see if that solves it. A number of UV operations cause shifts in W and that will mess with the maths used in the texel density tools if it’s not accounted for.
Sorry I’m not sure how to flatten only on the W coordinate, how do I turn on that option? Flatten mapping only has polygon angle threshold and spacing.
poopipe grand marshal polycounter
Switch from UV to UW Inthe UV editor and scale the UVs down. It’s probably a good idea to move them to w=0 as well
Max stores UVs in 3d space, w is redundant unless you are using 3d textures.
This won’t necessarily fix it — I don’t use textools- but it’s the most obvious cause of UV fuckery outside of having genuinely bad uvs
Kanni3d ngon master
Reset xform, collapse, open uvw modifier, make sure all UVs are uniformally sized before hitting «SET», which is a rightclick after having your UVs selected in red. Make sure your input texture resolution is set along with your px/cm ratio for td before hitting right click set. (textools afaik scales uvs correctly only when the uvs selected are equal/uniform — no sense in setting TD on a bunch of uvs that are at mis-matching TD with eachother)
shubham kumar polycounter lvl 9
You can try this . I have been using it for long time and its perfect http://www.scriptspot.com/3ds-max/scripts/texel-density-tool
poopipe grand marshal polycounter
The source code to mine is posted up here somewhere. Unlike most others it won’t break your layout if you change density so might be a nice alternative — even if it the UI is crap
Texel density 3ds max
In this section is where the Texel Density used in the Normalization process is defined.
You can get the average Texel Density from all the selected objects or just from the selected faces to be used later.
Normalize Geometry/Pixels Areas
This will set the Geometry Area to 1.0 and change the Pixels Area to keep the same Ratio. It is useful if you get the Texel Density from an object and want to know the amount of pixels used per Geometry Unit.
Geometry Area
It is the Area of the Geometry expressed in the Current Units System.
Pixels Area
The current Pixel Area used by the Geometry Area. It is based on the specified Texture Size.
UV Area
It is the UV Area used by all the UV Shells, expressed in UV Units.
Geometry/Pixels Ratio
It is the Ratio between the Geometry and the used Texture Pixels. It represents the squared root of the Pixels Area per Geometry Unit. For example, a ratio of 4.0 means that 16 (4×4) pixels will be used per Geometry Unit, for a ratio of 8.0 a 64 (8×8) pixels area will be used per Geometry Unit, and so on.
Very small values might be trimmed on the spinners, depending on your 3ds Max setup. If you place the cursor over the spinner’s arrows, the real value will be displayed in the tooltip.
Units Converter
It is a small utility to help you convert Geometry units to the current Units System used by your scene.
3ds Max unwrapping: how to know texel density?
Just a small question about 3dsmax. I’ve just unwrapped several meshes that together form a gasmask helmet. I then applied a uv unwrap modifier to all meshes at the same time so i can put them all in the same 0-1 uv space without overlapping.
An option to quickly get all of the meshes to more or less the same texel density is to click ‘pack together’ so all islands are jammed into the texture space with more or less the same texel density. However i don’t want to do this since it moves around the unwraps i did so far, so i’d have to rearange them all over again.
What i normally do is turn on the checked patern and scale the uvs until all the squares are more or less the same size. It’s fairly hard to do this right now since some of the meshes are smaller than the checked pattern’s squares would have to be.
So basically i want to know if it’s possible somehow in 3dsmax to select a uv island and know the average texel density of that island. Or something similar to fix my problem.
Thanks for your time!