#334742
I need to be able to adjust my brick tiling so that for instance, I don't have a grout joint on an outside corner, and I can do this only effectively if the viewport tiling matches the render output.

What are the best (perhaps only) settings to use, RS, no RS. I've so far tried both without success.

JD, I know you've gone around the track a few times on this subject, but after being away from c4d some time I've decided it's the best app for me to do my renders in, so I would appreciate it much if you could help me out with this.

Joe
#334750
The best way in Cinema is not to use RS, set your texture tag to Box mapping, and use its Coordinates tab to define the mapping size and location. The plugin generates the bitmap seen in the viewport from within the context of whatever UVs Cinema is generating, so if you set texture tiling in the Maxwell texture to 2.0/2.0, for example, your viewport should still match up with the rendered image. That will not be the case when RS is enabled.

If you have a scenario (as you indicate, i.e. not matching up irrespective of RS) in which the viewport is not matching the image, I would like to take a look at it, because that should never be the case, except when texture tag parameters are set in Cinema which conflict with, or which have no analog in, Maxwell (using the tag's Tile or Seamless checkboxes, for example).
#334758
JD, I emailed you the file (FYI: I'm using c4d v12)....99% likely it's due to my ignorance.

Update: this is what I've found. If I set the tiling (in this case to 12) in the Maxwell material (no RS), then the viewport and render do not match...the scale is right, but the postion is off (enough so it does not work for me).

If I set the tiling in the Maxwell material to 1 and set the tiling in c4d to 12, then it renders exactly what it shows om the viewport.

Joe
Last edited by Josephus Holt on Thu Dec 16, 2010 9:43 pm, edited 1 time in total.
#334765
A couple of things. First, using a higher texture preview resolution will help; the plugin has to downsample your real texture to the size specified in the plugin's texture editor (Preview Size). As there is interpolation involved in doing this, you will introduce inaccuracy if you use 256x256 for the preview. Second, even using a 2048x2048 preview size, your Maxwell texture tiling of 12.0/12.0 means that the plugin has to map twelve copies of the texture into the viewport bitmap -- again, introducing inaccuracy by way of interpolation. In most cases such inaccuracy wouldn't be very important, but here it is, due to the map you are using and your requirements on how precisely it is placed.

It will probably work better if you:

1. use tile 1.0/1.0 in the Maxwell textures
2. select your texture tags
3. in the AM, go to the Coordinates tab
4. set the actual size that you want the mapping box to be

This will minimize the number of bitmap interpolations that are happening, and imho, it is also a more logical way to work (being inherently 'real scale'). I would rarely, if ever, purposefully use texture tile x/y in Maxwell textures when working with Cinema, since Cinema itself has an excellent UV mapping system.
#334770
that's working for me. although am having this weird black streaking....any thoughts on where to find the culprit? The map is clean....it's the same mapping as on the vertical rowlock and soldier courses (where it does not show up). I tried rotating the texture map widget but did not make a difference.

I've been fiddling with this and it seems to be a mapping issue...I'm able to clean it up by rotating and adjusting the size of the texture map widget....just is really time consuming.

Image
#334795
JDHill wrote:No, it's the roughness map. The dark areas are very low roughness.
thank you! you're absolutely right. I will watch that on these custom made maps! Joe
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