[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/7 - Materials/6 - Box Mapping.wav
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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_7 - Materials_6 - Box Mapping.json
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{
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"file": "6 - Box Mapping.wav",
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"transcription": {
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"audio_file": "6%20-%20Box%20Mapping.wav",
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"text": "In this lesson, we will move on to discussing object mapping. In architectural visualizations and generally in working with architecture, most models are made more or less based on cubes. Whether it's a cube or a rectangular prism, everything is roughly measured to fit this shape. As you can see, all the walls, baseboards, panels, furniture, kitchen items, tables, etc. They are objects that are very closely measured to this shape. That's why you'll most often be doing box mapping. That was the mapping that I quickly showed. This applies to floor panels. Now we'll talk a bit more about this mapping and I'll show you a really cool addon that works well in practice. And it works great, speeds up the work, and is super convenient to use. But let's start by applying a texture to our cube. I prepared a very simple cube model here that we will be working on. We'll apply the material of our floor panels to it. And after applying it, we can see that the texture has somehow spread out. This is because every object we create has some predefined mapping settings. But the problem arises when we want to, for example, to edit this object. And we will pull one edge up. Then that initial mapping no longer applies. And everything that has been created, new, through stretching or any other operation is just blurred. At this moment we are getting into action with mapping. And we can do box mapping just like I did. So in the case of panels, that is in edit mode using the U key and the cube projection option. Thanks to that, the texture has somehow spread out. I think this texture is however too small. It's spread out too densely, and I don't really like it. Generally, cube projection mapping from Blender doesn't quite work properly, at least in my opinion. When it comes to its practical application, it always generates something either too small or too large. Fortunately, there is this one addon that is completely free and very easy to use. This add-on is called Shirov Map. I included this add-on in the files for this course. To install it, we go to Edit Preferences and then in the Add-on tab, we choose Install from Disk. This add-on is located in folder number 6 and it's labeled as Shirov Map. We double-click. The add addon has been installed. And in the drop-down menu, under the end panel, it will be in that form. As you can see on the screen. This addon is really about using one button. We select an object, click on UV box map. And the mapping goes as it should. In this case, we see that the texture is spread out very densely, but that's due to something else. This is because we have a distorted scale of the object, because I added my cube and scaled it down so that it would fit in my scene. That's where the discrepancy in scale comes from. You always need to remember that the scale should be set to values of 1, 1, and 1 for the mapping to work correctly. We'll apply the scale to bring the values to 1 and we'll use UVBoxMap again. That's also partly why our panels have gotten a bit misaligned. But on the panels, we can now use UVBox map mapping. And we see that the texture has spread out in a very nice, very pleasant way, without any need for intervention from the material position. If for some reason we wanted to change something here, we can definitely adjust those values. We can also set the value to 0.5, 0.5, 0.5 to make our wood a bit larger and here the values for example 2.2.2 to make it smaller. I'll set the values. I think something in between 1 and 0.5 so let's say a value of 0.7. I think it will look nice here. We can now perform all the same operations with the other objects. In our scene, let's start with the walls. We'll also use UdepoxMap on the walls. Checking beforehand if the scale is set to the correct values, we can see that it is. We can now optionally adjust the scale of this texture if we want to. We'll set the value to 1.1.1, which are the initial values. And now we can decide if we want to change anything here. I would like this texture to be a bit larger, so I'm setting the value to 0.7. We do the same with the ceiling. We're choosing the UV box map. We're moving to the material properties and we'll set the values. Much smaller because I would like these boards to be visible more or less as they were visible before. So I think a value of 0.25 or a value of 0.3 will be just fine here. We need to do the same for each of the elements in our kitchen, meaning we have to select the front separately, the bodies of the cabinet separately, and all the trim, the lower ones, etc. There are quite a few of these elements, so we need to use up epochs map on each of them. Unfortunately, this add-on doesn't work in a way that allows us to select several elements and map each of them with one click. Unfortunately, we have to click through each one individually. In the case of kitchen furniture, I set my own material. To the values, we get a cube. It's about the scale. I think we can get rid of this cube now. Or maybe I'll keep it after all, because I think it will come in handy when discussing other things. Now let's move on to our concrete beam. Here we'll also use UV box mop on the ceiling because this is the same material that's on the ceiling of our mezzanine. When it comes to the exterior sides, we also need to use UV box, M op and texture. It should spread out properly here. When it comes to kitchen furniture, I won't be clicking through that. Now we're live. you just have to remember that on every element you need to use UV box M up and spread out the texture. To adjust when it comes to the material on our kitchen cabinets, I won't be going through each element live right now. You need to remember that you have to manually select each element and use it UV box map. But I see that something is not right here. And that's because I accidentally set the scale on the y-axis to 0 instead of 0.5. Now everything should be okay. When it comes to mapping simple objects, which make up the majority of objects in architecture, that's it for this lesson.",
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"language": "en",
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"duration": 529.09,
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"timestamp": "2025-12-10T17:48:19.997831"
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},
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"timestamp": "2025-12-10T17:48:20.002357",
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"processing_time_seconds": 134.06751108169556
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}
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