Spline Map Parameters Dialog

Spline mapping is useful for mapping curved objects with a cylindrical cross-section, such as a snake or tentacle, as well as curved flat surfaces such as a winding road. This feature lets you use any spline to specify mapping on a mesh surface, as well as manipulate the mapping gizmo via cross-sections for greater accuracy. The result more closely approximates the actual shape of such objects than other mapping methods, making it easier to create convincing texture maps.

The following illustration shows two objects that were created by extruding a circular polygon along an S-shaped spline. Such objects have no native mapping coordinates. The object on the left uses simple planar mapping, with the plane parallel to its largest dimension. The object on the right uses spline mapping, with the spline (also used to extrude the polygon) inside the object.

Working with Cross-sections

You can adjust spline mapping in two ways:

When manipulating cross-sections, keep the following points in mind:

Procedure

To use Spline mapping:

  1. Create a mesh object to map, and a spline with which to specify the mapping. Position the spline inside the mesh object. For best results, always center the spline inside the mesh.
    Tip: To create the spline from a series of edges, use Create Shape from Selection.
  2. Apply Unwrap UVW to the mesh object.
  3. Go to the Polygon sub-object level, and then select the polygons to map. To map the entire object (that is, all polygons), leave all faces unselected.
  4. On the Wrap rollout, click (Spline Mapping).

    The Spline Map Parameters dialog opens.

  5. Click the Pick Spline button, and then select the spline to use for mapping. Either click the spline in the viewport or press H and select it by name.

    At this point, or if you already applied a spline, the mapping gizmo appears around the spline, showing the outlines and cross-sections.

    S-shaped object with circular spline mapping

  6. If necessary, modify the mapping by transforming the cross-sections in the viewports and adjusting the Spline Map Parameters dialog settings. Keep in mind that changes affect only the mapping on selected faces, unless no faces are selected, in which case changes affect the mapping on all faces.
  7. If you use the Planar mapping method, make sure the cross-sections are parallel to the flat surface. One way to do so is to select all the cross-sections (press +A), then click the Align To: Face button, and then click a face on the surface.

Interface

Spline group

These settings are for overall mapping.

Pick Spline

Lets you specify a spline to use for mapping. Click this button and then select the spline. After you specify the spline, its name appears in the space above the button.

If the spline contains several elements, the element used for mapping is the one you click.

Mapping

Lets you specify how the modifier projects the map onto the mesh.

  • Circular Use for objects with a circular cross-section, like a tube.

    With circular projection, the cross-sections are circular by default. You can change the mapping by transforming these cross-sections. For example, you can create a spiral mapping effect by rotating the cross-sections around their local Z axes by successively greater amounts.

  • Planar Use for flat objects, like a road.

    With planar projection, the cross-sections are lines. For best results, make sure the cross-sections are parallel to the mesh surface, and perpendicular to the spline used for mapping. In most cases, this happens by default.

Use Manual Seams

When on, uses the pelt seam as the texture border. When off, uses the green seam line built in to the spline-mapping gizmo.

This option is available only with Circular mapping, and works best with relatively simple objects with open ends.

Cross Section group

After you assign a spline in the Spline group (see preceding), 3ds Max applies the spline mapping to the object, creating a cross-section for each vertex in the spline. The settings in this group let you manipulate the cross-sections. To select a cross-section, click it. To select all cross-sections, press +A.

In Spline mode you can transform selected cross-sections in the local coordinate system, moving, rotating, and scaling them as you like to adjust the texture coordinates.

Note: If you have two cross-sections close together with very different orientations or scaling values, the mapping might show visual anomalies (such as pinched UVs) as the Unwrap modifier interpolates quickly from one section to the next.
Fit

Resizes selected cross-sections to match the adjacent geometry.

Note: With asymmetrical geometry, Fit might give unexpected results because it adjusts the cross-section to the closest parts of the neighboring geometry along the cross section's local X and Y axes. In such cases, you might need to transform the cross-section manually to get the best fit.
Add

Lets you add cross-sections for finer control over the interpolation of the mapping between cross-sections. Click this button and then click the spline where you want to add a cross-section. The mouse cursor changes to a crosshairs when over the spline. Continue adding cross-sections as necessary, and then click the button again to exit Add mode.

Remove

Deletes any selected cross-sections. The end cross-sections cannot be deleted.

Align To:
  • Section Aligns the selected cross-sections to another cross-section. Select the cross-sections to align, click Section, and then click the target cross-section. Aligned cross-sections pick up the orientation and scale of the target.
  • Face Aligns the selected cross-sections to a mesh face on the modified object. Select the cross-sections to align, click Face, and then click the face to align them to.

    This tool is most useful with Planar mapping.

Reset Count to

Lets you specify the number of evenly spaced cross-sections. Set the numeric value and then click the Reset Count To button.

This tool is useful when the mapping spline has many vertices, and you want to reduce the number of cross-sections to a manageable number.