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Surface & UV Mapping
TEXTURE MAPPING
This adjusts how your texture wraps around your object. There are Box, Sphere, Plane, and per Polygon mapping options under the dropdown. UV mapping vs. Box For example, to the left is the difference between the default UV mapping and the Box (Preserve Aspect Ratio) option. The checkerboards are overlayed just to show the difference in which they wrap. Adjust how many times the the material will repeat. This will tile the material. Shifts the position of the texture. This auto-calculates the normals for shading based on a mesh’s geometry. This can be used as a solution to generate smoothing if your model was not able be exported with smoothing groups or normals. This may prove helpful in many scenarios, although it is more efficient to have the normals and smoothing fixed before importing into Element. For more info and uses for Auto Normals and Edge Threshold see 3D Object Troubleshooting and Exporting 3D Objects for Element 3D. Adjusts the angle at which auto normals will generate a sharp edge. Inverts all polygon normals |