As you probably know, when you only have a colour instead of a texture in the diffuse channel, SU won't generate UV mapping.
So for instance, when you wanted an opacity map for a material with a plain colour, a work around often involves adding the opacity map to the default diffuse layer and set it's opacity to 0 so it's invisible, and then create a second diffuse layer which is visible.
What I just notices is that if you don't have any UV mapping, a map with UV tiling 1.0, 1.0 means the map will be 1 inch by 1 inch.
So you can calculate how large it needs to be. For instance, to make a map be 1000x1000x, you set the UV tiling to 0.0254, 0.0254.
Simply divide 25.4 by the length you want. (if you're using mm)
If you want a map to be 2400x1200mm:
U: 25.4 / 2400 = 0,010583
V: 25.4 / 1200 = 0,021166
This works fine for flat surfaces. Not sure how predictable it is if you got curved surface.
Example where a checker map is sized to fit 1000x1000mm:
So for instance, when you wanted an opacity map for a material with a plain colour, a work around often involves adding the opacity map to the default diffuse layer and set it's opacity to 0 so it's invisible, and then create a second diffuse layer which is visible.
What I just notices is that if you don't have any UV mapping, a map with UV tiling 1.0, 1.0 means the map will be 1 inch by 1 inch.
So you can calculate how large it needs to be. For instance, to make a map be 1000x1000x, you set the UV tiling to 0.0254, 0.0254.
Simply divide 25.4 by the length you want. (if you're using mm)
If you want a map to be 2400x1200mm:
U: 25.4 / 2400 = 0,010583
V: 25.4 / 1200 = 0,021166
This works fine for flat surfaces. Not sure how predictable it is if you got curved surface.
Example where a checker map is sized to fit 1000x1000mm:
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