read exactly what i said
it;s Effectivly useless, OR at the most REDUDANT
your example only works with flat planer mapping coordinates, . most of us
don't render just cubes and things.
in your example it's just redudant, because first you have to calculate the
resolution you're going to render at to get a spefic DPI, then you have to
figure out how many inches your object would take up at that resolution, .
why bother using inches when you can just measure the pixel width just as
easily?
hell why bother doing any of that when i'ts very easy to just Learn how to
Guess at a good resolution for the texture?
if you get an exact figure like you said. who's to say some parts of it will
be more compressed while other parts will be streched?, you would have to
make the texture slightly larger to be sure it doesn't strech
what if the object isn't perfectly flat. but instead.. a sphere , or some
bizaare shape with non planer mapping coordinates?. then your whole idea
just doesn't work. a texture wrapped around a sphere only shows one side,,
and the texture will be displayed such that it's streched in the middle of
the sphere, and compressed along the edges. You could work out a formulae
for calculating the exact dpi to use for a texture like that , but ffs
why??, and then what if you decided you don't like it. but you want to zoom
in tighter on the sphere,, now you ahve to redo all your textures because
they aren't high enough.
it's just a bad big waste of time to be anally measuring out DPI for
textures, just learn to "reasonably" overkill the size a bit
--
********************
www.fabricatedvision.com
*************************
> Useless? If you have an object in your scene you're going to print that
will
> take 1 square inch of paper, and your printer needs 240 pixels per inch to
> reach maximum quality, then you know you'll need a map that's 240x240, or
> 120x120 tiled twice. Not so difficult.
> > I know what DPI is
> > it is a Made up number in the sense that you can arbituraly change the
dpi
> > of any image , without changing the actual resolution of the image. it
is
> > made up, in the sense that it is a value that is Defined, as opposed to
> > solved for,
> > ie. you'll say "i want this image to be 300 dpi. and the dimensions
are
> so
> > and so. so it'll have this many pixels"
> > in this respect it's.. effectivly useless. or at the most, redundant to
> use
> > in terms of texturing.,
> > i don't argue it's use for measuring quality in actual print
> > --
> > ********************
> > www.fabricatedvision.com
> > *************************
> > > not really "made up." for the print world, this number is incredibly
> > > important, as they dont work in pixel dimensions (512x512), rather
> > > real world sizes, that they are going to print on, like 12'x8' or
> > > such. But in the end it converts back to the pixel dimensions. So say
> > > you have a 8.5x11 printout, with either 100 dpi or 200 dpi, they will
> > > be 850x1100 pixels and 1700x2200 pixels, respectively, but still the
> > > same size. So the 200 dpi printout will look much nicer. Its still
> > > actually very similar in 3dmax, because the size stays the same, in a
> > > sense of the word (the size of the object you are mapping too, mapping
> > > coords), but you cram more pixels into. But the DPI still doesnt
> > > matter of course, its just how many pixels total you have.
> > > -andy
> > > >this is not something that you need to do.
> > > >DPI is an entirly made up number, i can have a texture that is
512x512
> > > >pixels, and define it as 100 dpi. or i can define it as 300 dpi.
> > > >but no matter what you do. if you apply it as a texture in max it
will
> > look
> > > >exactly the same, this is because mapping Gizmo does not know, or
care
> > what
> > > >Dpi you use, the reason being that it simply wouldn't make sense for
it
> t
> > o.
> > > >Most materials have layers and layers of different bitmaps and
> > proceduals,
> > > >it would be a pain in the *to set the dpi for everything
> > > >if you want an image to not look Pixelated/interpolated on an object,
> > just
> > > >make sure that pixel dimensions are reasonably high. there isn't any
> > exact
> > > >rule to follow
> > > >--
> > > >********************
> > > >www.fabricatedvision.com
> > > >*************************
> > > >> One question for you guys/girls...
> > > >> I'm a designer working mostly with print and web, but have been
using
> > > >> 3dsmax 5 for 3 weeks now.
> > > >> I am wondering if there is a way to apply a bitmap "correctly" on
to
> a
> > > >> surface without stretching or interpolating the bitmap!?
> > > >> Is there a way to find the excact size of a surface, so i can go
into
> > PS
> > > >> and just make a 300 dpi bitmaptexture for it?
> > > >> Is there a standard way of doing this?
> > > >> thanks:)
> > > >> Tom I.