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Multiple UVW mapping not recognized

Posted: Sat Sep 26, 2009 3:39 pm
by sandykoufax
If bitmap channel is not 0, It cannot shown in viewport.

I'm using 3dsMax design 2010.

This is origianl material of old scene. (1.7 version )
Image

This is new material. (2.0 version)
Image

bitmap channel is 9 because that object has several uvw map channel.

I've retried this with simple box object and added several uvw map channel and then applied multi/sub object material.
The result is the same.

It seems that maxwellbitmap shader recognize only channel 1 of uvw mapping modifier.
I thought this bug was already removed before 1.5 version, but now it revived.

Re: bitmap file doesn't show in viewport

Posted: Sat Sep 26, 2009 5:47 pm
by Bogdan Coroi
It's a bug indeed. We'll see what can be done.
I thought this bug was already removed before 1.5 version, but now it revived.
In 2.0 the Bitmap Node was replaced by the Maxwell Bitmap node in order to get rid of all useless parameters standard Bitmap node has and also to be able to implement all the color corrections parameters. This is a new code, it wasn't in 1.5. Maybe it was a similar bug, but definitely not this one :).

Re: bitmap file doesn't show in viewport

Posted: Sat Sep 26, 2009 5:52 pm
by sandykoufax
OK. thanks for the confirm.

As for me, it's one of the most significant issue.
Hope to see good result. :)

Re: bitmap file doesn't show in viewport

Posted: Sat Sep 26, 2009 5:59 pm
by Bogdan Coroi
Yes, it's a critical one and it's half a bug and half a limitation for the viewport display mechanism we're doing. We'll see what can be done.

Re: Multiple UVW mapping not recognized

Posted: Mon Oct 05, 2009 8:29 pm
by sandykoufax
nice update for new plugin version.

I found that new plugin still doesn't support multiple uvw map channel. And there is no comment about it in history log.

Is this a plugin issue or maxwell issue? :roll:

Re: Multiple UVW mapping not recognized

Posted: Mon Oct 05, 2009 8:39 pm
by Bogdan Coroi
It's a plugin issue and a very delicate one. We don't have a solution yet but still trying to find a workaround.