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Bug? VRayTriplanarTex reacting to UVW coordinates

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  • Bug? VRayTriplanarTex reacting to UVW coordinates

    Hi,
    Is this intended behaviour? I use VRayTriplanarTex excessively and right now by accident I noticed that if there is a UVW Map modifier in the stack active, it takes mapping coordinates from that modifier. The size parameter etc all still works but in my opinion the purpose of the VRayTriplanarTex is to...well project in its own way and not rely on UVWs.

    And also (this is another "issue") I get artifacts when blending normal maps via VRayTriplanarTex on the edges. Does anyone know a way around that without having to unwrap?
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    Can you post scene examples for both issues? Also, which V-Ray version? We fixed a few things for V-Ray 3.5

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Hey Vlado - sorry for the late reply, much work to do :P

      Here is an archive with the max file.
      VRayTriplanarTex_Bug.zip

      To reproduce:
      1) Open file and render the camera viewport (it looks wrong, but basically it is what I expect the VRayTriplanarTex to do.)
      2) Enable the "UVW Map" Modifier on the "hood" geometry object and render again. Different result.

      3ds max 2016 SP4
      VRay 3.40.03
      Attached Files
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        Could you guys reproduce it yet?
        Software:
        Windows 7 Ultimate x64 SP1
        3ds Max 2016 SP4
        V-Ray Adv 3.60.04


        Hardware:
        Intel Core i7-4930K @ 3.40 GHz
        NVIDIA GeForce GTX 780 (4096MB RAM)
        64GB RAM


        DxDiag

        Comment


        • #5
          Yes, I can reproduce it, however it is expected if you wire things this way. The VRayNormalMap assumes the normals are with respect to a certain mapping channel (that's why you have the "map_channel" parameter there) and this is why the "UVW Map" modifier affects the result.

          Things will work correctly if you do it the other way round - i.e. put the VRayNormalMap inside the VRayTriplanarTex texture. Then the VRayTriplanarTex texture has a chance to modify the UVW coordinates that the VRayNormalMap will later use to compute the normal.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

          Comment


          • #6
            What I mean is that the textures should be wired in this way:

            Click image for larger version

Name:	triplanar_normal.png
Views:	1
Size:	74.3 KB
ID:	866678

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              Good to know, Thanks!
              German guy, sorry for my English.

              Comment


              • #8
                Ah, I see, interesting. Thank you for the explanation!
                Software:
                Windows 7 Ultimate x64 SP1
                3ds Max 2016 SP4
                V-Ray Adv 3.60.04


                Hardware:
                Intel Core i7-4930K @ 3.40 GHz
                NVIDIA GeForce GTX 780 (4096MB RAM)
                64GB RAM


                DxDiag

                Comment

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