FTC Rendering in Fusion 360
  • Introduction
  • Getting Started
  • Appearances
    • Assigning Appearances
    • Commonly Used Appearances
    • Making Custom Appearances
    • Emissive Appearances
    • Decals
    • Texture Map Controls
  • Scene Settings
    • Background
    • Ground Plane
    • Lighting
    • Perspective vs Orthographic
    • Depth of Field
    • Focal Length
    • Aspect Ratio
  • Rendering and Exporting
    • Named Views
    • Constrained Orbits
    • In-Canvas vs. Cloud vs. Local Rendering
    • Exporting/Saving Renders
    • Post-Processing
    • Transparent Background
  • Tips and Tricks
  • Render Gallery
    • Full Robot Renders
    • Subsystem Renders
    • Closeups
  • Other Resources
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  1. Appearances

Texture Map Controls

Controlling the way appearances are mapped.

PreviousDecalsNextScene Settings

Last updated 4 years ago

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Often appearances are not mapped correctly (such as the ), so a niche control option called texture map controls can be used to change the position and orientation of appearances.

To access the texture map controls, right-click on an object with a texture applied to remap it. While there are 5 projection types, box is the only really useful one. In the example below, the field tile texture is offset from the field tiles themselves, so this will be manipulated using the texture map controls.

While in the gif above the texture is repositioned and rotated semi-randomly, take note that simply selecting the box projection type aligned the texture with the field tile model properly.

Going further with the field tile texture mapping:

Currently, the orientation of all the texture tiles is the same as it is being linearly patterned, but to achieve an effect where tiles are not all in the same orientation make the tiles independent from one another and use the texture map controls on each tile individually to pick an angle.

field tiles example
Reposition and rotating a texture