How to establish the pixel size of a selected surface?

DoctorJellybeanDoctorJellybean Posts: 10,118

[How to establish the pixel size of a selected surface?] An example, I want to use a floor standing mirror for a standing picture display.The mirror has it's own surface. Now I need the pixel dimensions of width and height of that surface to create the image to fit.

Post edited by Richard Haseltine on

Comments

  • garrett_3dgarrett_3d Posts: 908
    edited September 14

    If you are using a custom image in the surfaces tab, you can scale it on the x and y axes to fit.

    Post edited by garrett_3d on
  • felisfelis Posts: 6,526

    Not sure I understand.

    As I see it, only the ration (between sides) is relevant.

  • barbultbarbult Posts: 27,531
    Look at the UV map for the selected surface and make an image to fit that location? Pixel size isn't important. That's why PAs often make all textures 4096, regardless of the size of the area they will cover. Pixel size will be determined by your render dimensions in the end.
  • crosswindcrosswind Posts: 10,285
    edited September 14

    You can calculate the pixels of the width and height of the selected Mirror surface by using a Daz Script, but it'll still depend on the UV layout of the Mirror surface if you want to place a picture on the surface, as barbult mentioned.

    So you can simply hide the Mirror surface, then replace its space with a primitive plane, Scale it with X/Y Scales, then you'll get the dimension ratio. Then prepare the image by using the dimension ratio accordingly. Finally, place the image into the Base Color slot of the primitive plane and finetune the shader settings.

    Or, align the image based on the UV template but some UV layout may require further adjustment of Tiling, so it might be a bit cumbersome ~~

    Post edited by crosswind on
  • Is this post render (you are wanting to place an aimge over the rendered reflections) or pre? For pre it is as others have said, you can use any image size you just need to make sure it occupies the right relative position of the map - DS 6 will let you select the surface then in UV View export the template without any other distractions.

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