In KeyShot 6 it is possible to scale the mesh (circular) texture uniformly by using the scale slider at the top of the texture options.
In KeyShot 7 I can't find a slider that scales the entire texture uniformly. I have to adjust 'diameter' and 'distance' individually which is quite a hassle.
Have I missed something, or is it not possible?
Hi Esben,
Diameter and Distance are indeed controlled separately at the moment.
We are looking at ways to support scaling a mesh uniformly.
Dries
I would be great if that control could be carried through the chain to the top level texture control, I've been in a spot where I've created a somwhat complex (for me at least) texture, but need to scale it up or down on the final model, and there is no way to do that easily. All the textures in in different nodes have to be scaled one by one unless they are in the same node.
In my constant references to Cinema 4D, there are the scaling controls for the textures and noise generators in the material nodes themselves, but then the uppermost texture tag on the objects has a "global scale" function that will scale everything in the material proportionally.
The underlying reason for the way it is implemented, is that distances and shapes now have meaningful dimensions. This has been a big request from many of our users.
This works great now, but with the caveat that scaling the texture uniformly is currently not possible.
We will see how we can bring uniform scaling back for Mesh. :)
Dries
Quote from: DriesV on August 21, 2017, 12:44:04 PM
The underlying reason for the way it is implemented, is that distances and shapes now have meaningful dimensions. This has been a big request from many of our users.
This works great now, but with the caveat that scaling the texture uniformly is currently not possible.
We will see how we can bring uniform scaling back for Mesh. :)
Makes sense, but having it back would be really good!
Maybe just a checkbox or something that locks the diameter size relative to the distance, still showing the actual size. They would probably need to be under the same tab then, though. Hope you'll find a smart solution :)