Shader-to-object Issue
lina.catfish
Posts: 25
Hello!
I'm having a bit of trouble with shaders in DS, and I was hoping you could help me out. I'm a bit uncertain about the terminology, so please bear with me as I try to explain :)
My issue is with the shader-to-surface function. I was expecting a 1:1 projection when using square maps with a 1:1 ratio of vertical to horizontal tiles, but it's not working as I anticipated. To test this, I used a cube, divided evenly (you can see the result in picture 1). I then took a simple checkerboard card, used it as the basecolour, and... This is what happened (see picture 2).
Instead of the expected 8:8 checkerboard optics, I have (estimated) an 8:5.25 projection. Question: What happened and why? How and where can I change this?
Thanks in advance for tipps or links!

Comments
The correct term you want is UV mapping.
The 3d shape's surface can be defined in 2 dimensions. This is the UV plane. The UV map of the 3d shape defines how the applied texture iamge will be mapped to the 3d surface.
How did you do this?
Also where is your cube from?
If you use the primitive cube from Daz (Create>new primitive) it comes UV-wrapped, and if you subdivide it, you are not going to change the UV it comes with, so just add the necessary divisions when you make the primitive, or do it after by adding subdivision modiifer (Edit>Object>Geomtry > Convert to Subd)
Thank you for your quick response.
I have to correct my description (I was obviously unclear, sorry): I took the primitive from DAZ - the cube - and didn't do anything with it before adding the base color (the "evenly divided" was a description of the cube, not my actions). 1. I inserted the cube/ primitive, 2. then set the basecolor. And then 3. Daz surprised me with this view :)
Ok, then the UV of the primitive sphere must be such that the sides are not perfectly square in UV space. the sides will be rectangular like you say (8:5.25)
If you want full control of a UV map, you would need to edit the UV Map, which you cant do in Daz. Go to Blender etc.
If you want to use the default UV for the Daz primitive, understanding that it is rectangular and not square like the object, then you would be stuck playing with tiling and offsset on the shader, which might be fine for your purposes, depending what you are actually trying to achive.
Oh... Oh!
I hadn't expected an uneven UV map in an Daz primitive (which shows: never take anything for granted :)). Thank you!