Elizabeth wrote:
And my question this time is: is there a trick to re-sizing the archive materials?
For example, if I was to use a marble tile, and place it as the shader for my floor, it doesn't come in at scale. It is far too big, and it really can't be fudged!
Hi Elizabeth,
Good questions ... and the answers aren't immediately obvious, so this will help many others.
The answer isn't as easy as it used to be with the internal rendering engine, where you just give the x/y dimensions of the texture.
With LightWorks, you can have algorithmic shaders - which are resized in one place, and you can have texture images (such as tiles) that are resized elsewhere. You also have a separate place to resize bump map and masking images. And no doubt more ... that's as far as I've experienced to date.
The key is to CLEAR the checkmark in the box that says "Show essential only" under Set Parameters (see screenshot). Now, click on each of the Class buttons on the left, and browse the now-visible parameters. You'll see "scale" for things like seemless algorithmic granite, and you'll see width and height for things like tiles and brick.
If you map an image file under the Colour class (such as clicking with 'match with internal engine'), then the size of the image can be set in the Texture Space/Graphisoft Replicate using the 'S Size' and 'T Size' parameters.
HTH,
Karl
PS If you're using a shader from a LWA (you did say 'archive'), then you need to go through the above. If you are building your own LW material based on a texture image, it might be easier to get the scale by setting it up using the Internal Engine, then switching the the LW settings and clicking 'Match to Internal' and then finishing your customization there. The advantage of this, too, is that the OpenGL window will show the same texture. (If you only create the texture with the LW settings, then there is the weird feeling looking at the OpenGL, reminding yourself that the rendered image will have a completely different material.)
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