I’m just getting into Unity and curious how I can create great looking residential walls and floors that the user can resize in a properties popover dialog. (iPad platform.) I’m doing this for architectural visualization.
Maybe something like a Photoshop mask that could be resized and the wall or floor would appear longer or shorter but the texture would stay the right size. I don’t want to stretch image textures. For texture I’m thinking of stucco, wall coverings, that sort of thing.
Flooring is a challenge because floor boards have to look the correct size and configuration no matter what the dimensions.
Yes, but how does it work when a tile is designed for say 4 feet x 4 feet but the room is sized by the user at 10 feet x 11 feet? The tiles must cover 12’ x 12’ and be masked it seems. Or there is another approach that I don’t know about.
Each of these properties is named poorly. SetTextureTiling and mainTextureTiling would be more appropriate, and reflect the word “Tiling” used in the Inspector.
Hmmm, I’m still very new at Unity but it appears that these suggestions are scaling the texture tiles to the new dimensions. That doesn’t work in architectural visualization.
Think of it this way. If you buy 12" x 12" floor tiles they don’t increase or decrease in size depending on the dimensions of the room. This becomes important because the tiles have to be sized relative to other objects such as furniture.
The flooring and wall coverings can’t change scale. That would be wonderfully simple but doesn’t work unless there is something I’m not understanding.
I’m reviewing videos and immersed in the tuts and manual but still a long way from making even a basic scene.
No…they are scaling the texture so that it appears the same size when you change the scale of the wall (or whatever). I understood what you were asking in the first post.
OK, I think I get it. These methods are compensating for the geometry changing scale. This seems to be enough to get me into the topic deeper and experiment. Nice jump-start, thanks!