Hello,
Is there a tiling factor control in Vray for 3Ds Max like the one in Maya or Houdini ?
Usually my workflow is loading a Scanned Material, then “Adjust UV tiling” .. So now the tiling would look like this
Then now the U and V tiling are different, I cannot use values here as to avoid stretching of the pattern.. Tiling Factor setting would be great to have
Best,
Muhammed
I’m not entirely sure I understand the issue but if I do, you can have whatever arbitray offset etc. values, as you have in your screen grab, then adjust the tiling in the UVW modifier itself.
I don’t use Maya so I may have mixconstrued…
With this tiling factor value in Maya/Houdini I can change the tiling pattern in one click without worrying about stretching, could animate it easily as well
In Max I will need to use both U tiling and V tiling linked together, to avoid stretching
This ScannedMtl in the screenshot must have 9.888 x 11.265 to appear correctly without stretching(I get these values after I use “adjust UV tiling to match real world scale” button )
I haven’t used the Scans in 3Ds Max enough to know how people use this, there might be a simpler way
Oh right, so it’s Vrayscan mat specific I guess, as it’d fairly rare to change the default value unless for a specific effect, like stretching procedural noise or something like that.
Seems weird for a scan to be like that - I would have expected it to be 1:1 as any other map…maybe it’s an error?
Interesting though…I am almost about to upgrade to have access to the scans, so good to know in any case 
It is usually 1:1 on loading, but this changes when you click “adjust UV tiling to match real world space” , the tiling changes for all scans that has a pattern as Vray tries to adjust size to the real world (on how the scanner captured the data)
Collection license ?
Welcome to the party 
ChaosScans are very nice, more than 400 fabric scans.. it is the best fabric library on the web and 1500 total scans so far I think
Also for wood, plastics, leather, carapint, it is very helpful
The scans use BTF specific to each surface the scanner captures, which is better than the typical BRDF that RGB renderers use. Also the variation on some of the scans, it is nearly impossible to add manually
I have been using the library since 2016, on almost every project. It is very helpful
Best,
Muhammed
Perhaps we can add it, actually this parameter was introduced as temporary workaround before having the adjusting tool in Maya. But in all the cases the presence of this parameter is kind of weird, no other materials have it.
Thanks for your reply, I look forward to having this control, it is gonna make the workflow much easier
Right now I use a calculator to figure out the right values for tiling U and V to make sure no stretching happens. It is not a good workflow
hmm, it serves an important purpose, I used similar tiling controls in Octane and 3Delight.. I don’t find it to be odd honestly, it is clear what this parameter does
It is also present in Vray for Houdini, C4D and Modo similar to Maya
I have not been a Max guy in the past, I’m just getting to use it now with Vray hence I bring this up. I used Maya, Houdini and Modo plugins extensively in production, and used VRscans in almost every project
Best,
Muhammed
OK, point taken, at least we have to follow some consistent model, if we have it in Maya, we have to add it in Max. Actually i can’t remember how it happened that we have it only in Maya