Posted this before, but vray is unable to render correct RenderToTecture when the uvs are overlaying over one another and it produces squarish artifacts.
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VrayBake to texture and overlaying uvs
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VrayBake to texture and overlaying uvs
Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-nameTags: None
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Im not sure what you mean buy thexture color?.. I however found that in 3ds max (unlike maya) uv's are actually uvw...they have a 3rd axis. Which means that if they are flipped they will render an opposite side. Im thinking that for games, often uv maps are layout for the character with a very tight spacing and often only half of each object uv map is layaed, so the other half is automaticly mirrored to save the space/size in texture.
So when vray bakes the texture it seems to me it renders it as if both uv maps are goind thru eachother producing this effect. If there could be an option for vray to render only the faces that are facing positive Z and ignore the negative Z perhaps that could do the trick...
Also, max native render seems to render it so there might be a solution. However not all the time, when rendering with scanline and radiocity - then max produces flipped faces and everything is rendering in a weird fasion.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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