The cellular pattern renders normally on the surface of the box. On the UVW Map modifier, turn on XYZ to UVW.
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On the Modify panel Modifier List, choose UVW Map.On the Coordinates rollout, the Map Channel parameter activates, leave the value at 1. In the Material Editor, on the Coordinates rollout of the Cellular map, open the Source drop-down list, and choose Explicit Map Channel.Create a material with a Cellular diffuse map.If the object stretches, so does the 3D procedural texture. The XYZ to UVW option lets you make a 3D procedural texture, like Cellular, follow the animated surface of an object. You can adjust the mapping of channel 2 without altering the mapping of channel 1 if you've assigned two UVW Map modifiers. You can switch between viewing the maps in the viewport using the Show Map In Viewport control in the Material Editor. Assign the mapped material to the object.The other map is already assigned channel 1 by default. Go to the level of one of the maps and, in the Mapping list, choose Explicit Map Channel 2.Perhaps the easiest way to see the effect is to composite two maps, with the second map containing an alpha channel. You can do this using a Composite map, or a Blend material with two maps, or you can have one map assigned to Diffuse and another assigned to Bump. The next step is to assign a mapped material that uses both channels. Choose channel 2 for this modifier.īoth coordinate channels are now assigned to the geometry. Assign a UVW Map modifier (or a second one, if you're using the first to assign channel 1).Generate Mapping Coordinates uses map channel 1 by default. You can do this by either turning on Generate Mapping Coordinates in the Parameters rollout of any primitive, or by assigning a UVW Map modifier with channel 1 chosen. To use multiple UVW channels in the same object:
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Note: If a UVW Map modifier is applied to multiple objects, the UVW Map gizmo is defined by the selection, and the mapping that results is applied to all the objects. Apply mapping coordinates to an object with no mapping coordinates, an imported mesh, for example.Objects with built-in mapping coordinates lack a gizmo. Transform the mapping gizmo to adjust map placement.Apply one of the seven types of mapping coordinates to an object.
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A diffuse map on map channel 1 and a bump map on map channel 2 can have different mapping coordinates and can be controlled separately by using two UVW Map modifiers in the modifier stack