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  • Mapping is right

    Mapping is wrong I mean lol

    Still having this problem. Vray is not accounting for texture locator position. This is kinda a big deal you cant do any real mapping.

    Even planar doesn't work. You can test this yourself by creating a simple planar surface adding a grid type texture map. Then going into the texture locator and trying to reposition the grid. It updates in MODO but vray doesn't pick up any position changes.
    Last edited by vandigital; 27-08-2014, 01:22 PM.

  • #2
    Seems to work for me with planar projection. Can you attach a scene ?

    Here is stuff that is not currently working that I need to implement ( in order of importance):

    - "solid" projection type
    - "uv" projection type - need to implement custom UVWGen plug-in - more complex wrap/repeat/rotation settings will not match modo exactly
    - "world transforms" / "world coordinates" options
    - "front" projection type - works only for the render camera
    - texture offset
    - udim tile offset
    - "implicit UV" projection type for hair/fur
    - Texture replicator

    Greetings,
    Vladimir Nedev
    Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

    Comment


    • #3
      Click image for larger version

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      The UV is positioned differently in the viewport and vray renders a different result.

      U/V Tile Offset gives incorrect offsets
      Horizontal/Vertical Repeat does not function correctly with reset option, it shows a gray color at the image edge instead of the color assigned to the object.
      UV Rotation is a no go also.

      Comment


      • #4
        The issues you mentioned should be fixed in the nightly build from 2015-03-20. Also for the 3.00.06 open beta build.
        Sorry for taking so long to fix this.
        Here is the list of changes :

        - "Horizontal/Vertical Wrap" and "UV rotation" are now applied as in the MODO renderer;
        - the "Reset" and "Edge" options of "Horizontal/Vertical Repeat" now work in V-Ray;
        - the "Texture Offset" shader tree effect and "Texture Offset Amplitude" now work in V-Ray;
        - "U/V Tile Offset" now works in V-Ray;
        - the hidden m00..m22 channels now work in V-Ray;
        - "World Transforms" checkbox now works in V-Ray (previous behaviour was as if it was always checked);
        - "World Coordinates" checkbox now works in V-Ray (previous behaviour was as if it was always unchecked);
        - Spherical/Cylindrical projections with Z as the Projection Axis are now applied as in the MODO renderer;
        - if "Solid" projection is applied to an "Image map" V-Ray switches to "Cubic" projection like the MODO renderer;

        NOTE that the reset option doesn't work in RT GPU, and also the V-Ray result should match the MODO
        preview/final render. The MODO OpenGL view-port doesn't give the same results as the MODO renderer
        in a lot of cases it seems.

        Greetings,
        Vladimir Nedev
        Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

        Comment


        • #5
          One question I am trying to use Hair and Fur WSM with a V-Ray Material, or with a Hair and Fur Material, but in the render I can´t make the texture to color the HAir and Fur, the hair gets strange colores some of the textures but I have even some hairs with the base mesh wire color. Is this the Error you are talking about when you say ""implicit UV" projection type for hair/fur"? Is this an error or am I doing something wrong? I am using V-Ray 3.1 and 3dsmax 2015

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          • #6
            Originally posted by danielkenobi View Post
            One question I am trying to use Hair and Fur WSM with a V-Ray Material, or with a Hair and Fur Material, but in the render I can´t make the texture to color the HAir and Fur, the hair gets strange colores some of the textures but I have even some hairs with the base mesh wire color. Is this the Error you are talking about when you say ""implicit UV" projection type for hair/fur"? Is this an error or am I doing something wrong? I am using V-Ray 3.1 and 3dsmax 2015
            This MODO help page explains (near the bottom of the page) what "Implicit UV" means for hair/fur in MODO : http://modo.docs.thefoundry.co.uk/mo...light=implicit

            I can't comment about V-Ray for 3ds Max, I think it has the ability to use the UVs of the base mesh when sampling textures for the hair, but I am not sure about this.
            Implicit UV is something different though.

            Greetings,
            Vladimir Nedev
            Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

            Comment


            • #7
              Great additions, this next build will be a good version. I see that U/V Tile Offset will work, does it mean that V-Ray will support Modo UDIM workflow in this build ?

              Comment


              • #8
                Originally posted by John_Do View Post
                Great additions, this next build will be a good version. I see that U/V Tile Offset will work, does it mean that V-Ray will support Modo UDIM workflow in this build ?
                Not yet unfortunately. The "Use clip UDIM" option is respected in the sense that, if it is checked, the U/V offset won't be applied.
                But I still haven't done the proper export if image maps when they reference an image folder instead of an image, which is how UDIMs are specified in MODO.

                Greetings,
                Vladimir Nedev
                Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                Comment

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