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Texture Coordiantes get lost
Posted: Mon Jul 07, 2008 12:23 pm
by Hypsis
Hi, of course always on a deadline with a new tool and no time...
Several objects loose their Texure Coordinates after changement of the materials or after reloading the scene. I dunno what to try more, any ideas??
Posted: Mon Jul 07, 2008 12:52 pm
by JDHill
This would likely be due to one of two things:
1. Rhino lost the texture mappings
2. the textures in your Maxwell Materials do not have matching Channel #s for the Rhino mappings you are using
If it is #1, there is not much the plugin could do. Otherwise, make sure that a texture which is intended to use a Rhino mapping on channel 1 is set to use Channel 1 in the Maxwell texture. I am changing this slightly for the next update to make it so that textures on Channel 0 will always pick up whichever Rhino mapping is currently being shown in the viewport.
Also, if you have not yet read it, this topic explains how the plugin interacts with Rhino in the area of texture-mapping:
http://www.maxwellrender.com/forum/view ... hp?t=28736
Let me know if this helps to address the issue.
JD
Posted: Mon Jul 07, 2008 12:52 pm
by hyltom
Set all you texture channel to 1 in maxwell material editor.
Posted: Mon Jul 07, 2008 1:43 pm
by Hypsis
and I try oh oh oh and I try ( you knowthe song

?)
Correct, I had channels one and two, but I cannot assign the faces one absolute coordinate size, so that the tiling is equal. Probably I could try to merge the faces, but I prefer not to, because of the probable changes later. Normally I work with xsi, and thus the Rhino-Way is quite different (and buggy? )
Edit: Ha! I think I got it! After deleting all channels several times, making sure I only have channel 1, then I had to select all faces at once and then change the texture coordinates. Reloaded several times and it seems to hold it now.
Many thanks to you all for helping!
Posted: Mon Jul 07, 2008 2:58 pm
by JDHill
but I cannot assign the faces one absolute coordinate size, so that the tiling is equal.
I can't guess exactly what you're working with, but read the manual about Real Scale - you probably don't need to use the (kind of buggy) Rhino texture-mapping tools at all. If you do - keep in mind that the plugin's Real Scale uses Maxwell texture Channel 0 with no other mapping; you can control per-object texture placement with the rotation controls in the Maxwell page of Rhino's Object Properties window. The placement will 'stick' to the object regardless of what you do with it (i.e. scale, rotate, etc.) later - that's not the case with Rhino mappings.
Posted: Mon Jul 07, 2008 4:27 pm
by Hypsis
ah that's a good tip I'll try out. The Rhino material system is really still somewhat buggy.
Another little bug, but not Maxwell related but showing the error, is with blocks. I had all my windows as external blocks. And then suddenly I couldn't render anymore. What went ok all the time all of the sudden stopped working. After having found out what was the cause (the external blocks) I had to actualize them all once more and then all worked again. Maybe it has something to do with 'save small', I didn't check yet.
Posted: Mon Jul 07, 2008 4:56 pm
by JDHill
I am interested to know more about what you mean by "couldn't render anymore" and "stopped working". I am not currently aware of any known issue/limitation in this area.
Posted: Mon Jul 07, 2008 8:32 pm
by Hypsis
ok, I tried some things with blocks and how I imported or created them but I couldn't reproduce it with new objects. I then inserted a block of my building (a very simple window) and voilĂ , the same error. Then again I actualized this block from the manager and maxwell rendered again.
If you want I can send you this block.
Posted: Mon Jul 07, 2008 8:38 pm
by JDHill
Thanks, that would be great, I'll take a look and try to see what's happening. You can send it to the email in my forum profile.
Posted: Mon Jul 07, 2008 9:32 pm
by Hypsis
Bad object sent, nothing to do with blocks, it's this remaining simple object that causes the problems.
btw: I didn't find a way to rotate the textures within the material editor, do I have to use rhino for that? What is the good at using both systems? I thought I could do all texturing within Maxwell??
Posted: Mon Jul 07, 2008 9:58 pm
by Cadhorn
Oh wait! I know this one!! <raises hand, waving wildly> I just ran into this recently! Assuming you're using Realscale textures (and you really should, because it will save you a lot of pain): with your object selected
4. find the Maxwell Object Properties > Real Scale Texture Control section in Rhino Object Properties
5. use the x/y/z axis rotation controls to orient the texture as desired
quoted from "Texture Mapping and the Maxwell for Rhino Plugin" which is a sticky here:
http://maxwellrender.com/forum/viewtopic.php?t=28736
Very much worth your time to read that sticky!
It boils down to: you don't have to rotate the material in the material editor, you can do it per object. Which is completely awesome if you're using the same material on several objects with the material needing to be in different orientations on the objects.
Posted: Mon Jul 07, 2008 10:11 pm
by JDHill
Yep, it's also in the plugin Help under Object Properties. As a newer Rhino user, it might not be obvious to find this window, so if you:
1. type 'Properties' in the command line
2. select an object
3. select 'Maxwell Object Properties' from the pull-down box
Then you should see this:
You'll be looking for the 'Real Scale Texture Control' section. If the selected object uses Real Scale textures, then the x/y/z axis controls will rotate those textures for the selected object (or objects).
About the file you sent, I replied by mail - the object is faulty in some way which I can't determine. Whatever the problem is, the Maxwell SDK does not like the mesh Rhino is making for this object. You can re-mesh at higher settings to get a mesh that works, or explode/rebuild/join to fix the object.
JD
Posted: Mon Jul 07, 2008 11:48 pm
by Hypsis
yep I've seen this before but didn't further investigate it, my fault, should stop doing things the non-maxwell way
It's the first time Rhino corrupted any object for me, and then something as simple as that, oh well, I thank you all for your help.
Now let's see what I come up with next, dead-point has been advanced to Friday. I hope I'll be allowed to show some stuff later on. Because of political reasons I have to keep everything top-secret for now

Posted: Sat Aug 16, 2008 1:49 am
by Cadhorn
I thought I had this licked.

But it appears that the texture orientations aren't persistent between rhino sessions. (Open the same file the next day, textures have oriented differently).
I'm using textures with real scale, and sometimes manipulating their (the texture) orientation using the Maxwell Object Properties -> Real Scale Texture Control. Trouble is, after saving the rhino file and opening it again later... my custom texture orientations are still the same numbers (the numbers in the Real Scale Texture Control), but the rendered preview in viewport *and* the actual maxwell render show some other orientation. At least the viewport and the render show the same thing

but it's no longer correct.
Using Channel 1 (hyltom's suggestion in this thread) for the textures does seem to have a positive effect. The texture orientation stays the same between Rhino sessions, but of course, does not respond to Real Scale Texture Control (which I assume only operates on channel 0).
I get the sense that Rhino's texture mapping is still kind of beta. Or maybe it does work but doesn't play nice with other applications? (not passing enough clear info to the plugin). Or am I the only person experiencing this? Problem somewhere between chair and keyboard?

Posted: Sat Aug 16, 2008 2:23 am
by Hypsis
Are you sure you changed the ID for the Material (all Channels) and in Rhino? It worked ever since for me.