Applying a texture map to a static mesh I have no problems
If I apply a morpher modifier and apply the same map to a 5 frame animation, the UVmaping is all over the place and the object renders very strangely. worse still is that the LOCAL machine from a network render has the most problems. The render buckets from the local machine fail to render anything but a very lo-res version of the irradiance map. The remote machines show the same problem with the UVmapping however, but a hi-res image is produced.
Collapse the stack on the current frame, and the problem dissapears.
This has never happened before until I started using the multi-subtex.
problem 2. with Multisubtex.
When assigning MatID's to you have to make sure that the id numbers are unique or it will blend the 2. It would be preferable all round to have user selectable number of slots. Can it error check to see if duplicate IDs have been entered?
Also a feature request: could we have Masking for each the multi-subtex slots like the Vraymultimap?
Raj
If I apply a morpher modifier and apply the same map to a 5 frame animation, the UVmaping is all over the place and the object renders very strangely. worse still is that the LOCAL machine from a network render has the most problems. The render buckets from the local machine fail to render anything but a very lo-res version of the irradiance map. The remote machines show the same problem with the UVmapping however, but a hi-res image is produced.
Collapse the stack on the current frame, and the problem dissapears.
This has never happened before until I started using the multi-subtex.
problem 2. with Multisubtex.
When assigning MatID's to you have to make sure that the id numbers are unique or it will blend the 2. It would be preferable all round to have user selectable number of slots. Can it error check to see if duplicate IDs have been entered?
Also a feature request: could we have Masking for each the multi-subtex slots like the Vraymultimap?
Raj