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Textures display in glsl mode is not correct when using Uvs coordinate.
If you use a texture (diff chan, UV coordinate), you can normally see in real time the texture deformation (in viewport) while you work on Uvs. But here, change mapping to Uv doesn't change anything in viewport.
Strange things :
- no probleme during render, uv are correctly mapped
- If you create your texture in Vray (Texture, image), go back to Blender render, set UV to mapping type (in blender render), and come back in Vray, mapping is correct. (but mooving coordinate of the texture beetween UV or Object won't affect viewport anymore).
If you create your texture in Vray (Texture, image), go back to Blender render, set UV to mapping type (in blender render), and come back in Vray, mapping is correct. (but mooving coordinate of the texture beetween UV or Object won't affect viewport anymore).
Its not really a bug, but ok i'll add a function so that vray's control will update this setting back to blender.
Thanks for that quick fix, works fine but there is one small issue (not important, i just notice it)
When you add a texture, default mapping is Uv but display stay in object mapping. We have to switch beetween Uv mapping and Objet mapping once to refresh the viewport.
Sorry for double post, but it's another question, nothing about Uvs.
I worked a lot with Vray blend material in max (layered material in blender).
The workflow seems to be really different here, with layered material.. Few questions about that :
- How can i use another material inside a layered material? (i mean re use, a material already done)
- Texture workflow is a bit confusing. For example, if i want to blend a "VrayMtl-1" full green, with another "VrayMtl-2" witch use a texture "toto". How can i set "toto" to "VrayMtl-2"? Texture panel is the same for all the material inside the "layered material". I found a "diffuse" shader inside layered materials with an input texture, but it has less setting than VrayMtl.
- I've maybe missed somethings about a node workflow to simplify it. I tried a bit but it seems to be buggy for now, is it?
>i mean re use, a material already done
You can't.
>Texture workflow is a bit confusing.
There is a Weigth param where you can select texture. Not sure if its finished.
>I tried a bit but it seems to be buggy for now, is it?
Yep, it could be buggy. But anyway scene, render, expectation/result info is needed to get a correct answer.
>There is a Weigth param where you can select texture. Not sure if its finished.
It was not about mixing material (weight parap), but about assigning texture to one material like you do with a simple Vrmtl when you add a texture in color channel (cf image1)
Image 1 :
>I've no idea what you mean buggy. Scene? Render? Expectation/result?
by buggy, i mean :
- no material preview available. Material preview is frozen or wrong, even in non node shader (maybe it's just not supported and create some bugs). But, sometimes it works...
- no preview in node editor (suppose it's the same thing)
- Sometimes it crash. That's not a real crash cause blender stay open, but all menus become crazy (can't reproduce but i ll take a screen when this bug ll come back).
Yep its works just fine
Issue is in the material preview i think. Sometimes (every 5/6 manip when a node shader is activate) it just freeze and don't update anything. If i save, close blender and reload my .blend, all is ok.. don't know why.
I ll try to make a video capture to show you the problem.
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