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Old 10-25-2007
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multimediaman multimediaman is offline
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Join Date: May 2004
Location: Texas. In the digital abyss
Age: 26
Posts: 1,719
The solution is fairly simple, although it can translate to a bit more work before setting your prints up in your scene...

It's a matter of how your graphics card is able to interpret stuff.

Graphics cards work best with images that are sized in squares of two. So take whatever size your blueprint is and find the nearest square of two. For example, if your blueprint's pixel dimensions were 4229 x 2552 I'd recommend scaling the image's height to 2048 (or 1024, just because I never need that much resolution to use a blueprint properly) ... then use canvas size to up the width to 4096, if your height was 2048, or use 2048 if your width was 1024.

You'd use canvas size to keep the drawings in proper proportions...

For smaller prints, like 800x600, you might as well just canvas size the whole document up to 1024x1024.

Then use the uwv unwrap feature to get the texture on the plane properly.

Quick Reference of squares of two:

2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192




Follow those steps, and the FAQ stickied here about blueprint quality settings within the Viewport configuration, and you should have an exact pixel-to-pixel texture shown on your blueprint planes.

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