
- #KEYSHOT TEXTURES LICENSE#
- #KEYSHOT TEXTURES MAC#
License Server Installation (PC) - Custom.Client Error: Unsupported KeyShot Version.
#KEYSHOT TEXTURES MAC#
Server Error: Invalid Mac Address (HostID). When this is enabled, the texture being camera mapped will be locked in place. Textures on this material node with sync enabled will be scaled/moved/adjusted concurrently. When enabled the texture will be tiled vertically. When enabled the texture will be tiled horizontally. Box: when enabled the texture will be mirrored on the back faces of the box, when disabled the texture is the same on all faces. Planar: When enabled the texture will be visible on both sides of the model, with a mirrored version on the “backside”. This is only relevant for Planar and Box Mapping and has sightly different behavior for the two. Will mirror the texture over the local X axis. Will mirror the texture over the local Y axis. Will move the center of the map along the global Z axis. Will move the center of the map along the global Y axis. Will move the center of the map along the global X axis. If the tilt is 0 adjusting the azimuth will be the same as adjusting the overall angle.
This will rotate the map around the global Y axis
This will tilt the local axes around the Global X axis. This will rotate the UV plane (the orange squares in the example to the right) of the Map In the example Shift V will move the texture up/down. – this means that in the example Shift U will move the texture sideways. In the example, the UV plane is shown with the orange box, where the V direction is shown with the small arrow. Refresh – Will reset to the original aspect ratio of the texture. Lock Aspect – Will secure a uniform scale of the texture. If the scale mode is set to DPI, the Width and Height will be replaced by Size instead. Sets the width and height of the texture using either the scene units or UV coordinates.
With UV, the size of the texture in the scene is defined by the width and height in UV coordinates. With DPI, the size of the texture in the scene is relative to the image size and the DPI set. With Scene units, you will be able to set a width and height in the unit that the scene is set up with. The Orange squares on the faces of the box are representing the UV coordinates, which can be controlled in the Size and Mapping section.įor scaling, there are three options to choose from, depending on which mapping type is chosen: Scene Units, DPI and UV. Click the red X to cancel the changes and close the mapping tool. Part – This will position the texture relative to the part.Īfter adjusting the texture mapping with the mapping tool, click the green check mark to confirm the changes and close the mapping tool. Model – This will position the texture relative to the model. Select if the translation/rotation should use the global or the local axis.įit the texture to match geometry on the X,Y, Z axis. Hold SHIFT to constrain the rotation to 15 degree increments. Use circle handles to rotate and align the texture mapping to your model. The red, green and blue arrows correspond to the X, Y and Z axes. To translate the mapping, click on any of the three axis arrows. Use arrow handles to move the texture mapping position on the XYZ axes.
Once in position mode, you can simply click on the surface of the model to change the where your texture is projecting. Use this to establish exactly where you want the center of your texture image to project. You can access the tool from the texture tab within the material editing menu, and it is available when you are using the Planar, Box, Cylindrical or Spherical mapping modes. Exposed Headless Scripting Functionalityįine tune the position of textures mapped to your mode with the Move Texture tool.Best Practices for 3MF Export for 3D Printing.Best Practices for Sharing and Embedding USDz and GLB Files.