By deppest
#382934
Hi everyone

I have a scene setup where I camera map life footage on simple editable geometry which works as intended in the viewport and with the C4d internal renderer. However, when using Fire or Maxwell render the texture gets all messed up. I did some research on the net and in these forums and what I have tried includes:
- selecting the texture tag in C4d, set projection to camera mapping and select "generate UVW coordinates" from the context menu -> no luck
- tried to set the texture projection in the maxwell preferences panel in C4d to camera mapping -> no luck

Running out of ideas, any suggestions? Is this supported at all in Maxwell? Any help much appreciated!

cheers
By JDHill
#382935
Could you please elaborate on what you mean by saying it gets all messed up? It works fine here, provided that a) the texture tag is set to Camera Mapping, and b) the desired camera is actually selected in the texture tag's Camera link. Those would be the main factors, but additionally, it is also possible for the mapping to be somewhat distorted, if the geometry is too low-poly.

Please post an image showing the result (you need to upload it somewhere and link using [img][/img] tags), or send me a simple model (jeremy at nextlimit dotcom) which allows me to reproduce the issue.
By deppest
#382942
jeremy, thanks for your quick reply.

Here are two test images, one with the C4d standard renderer and one with MR. Parts of the MR picture appear ok, bust most of it is distorted

C4D standard render
Image


Maxwell render
Image

not sure this flickr links are working, I will also send you the c4d file and the 2 pix via email.

cheeers
By JDHill
#382946
The reason has to do with the low-poly geometry, especially the large flat areas in the foreground. If you open the model as-is, select the "main" object, and use Mesh > Commands > Subdivide 3 or 4 times, the mapping will become more and more accurate each time. You can also select sub-faces and subdivide, rather than subdividing the entire mesh; it is those which are long and narrow which are most problematic; for example, here, I selected the foreground faces, made several splits in long direction using the Knife tool, and then subdivided twice:

  • Image

You can still see what happens in the tunnel, where I did not modify the mesh.
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