- Thu Feb 08, 2007 2:42 pm
#208964
Sorry if this ends up being a stupid query but I've put a bunch of time into looking for an answer already here on the forums and from fiddling and testing, and I'm throwing in the towel figuring it out further on my own. All I'm trying to do is make simple repeat-pattern wallpaper for a big rectangular plane wall; just a tiling image on one plane. I wanted the pattern to be a little raised so I have a bump map to go along with my color map, and a roughness map... Problem is, the maps are misaligned from each other and for the life of me I can't get them aligned right. The maps are indeed the same pixel dimensions and all that...
Details of what I did for those interested:
1. I got this wallpaper texturing all perfect as a native LW surface
2. In the Surface editor I added a M~R shader and created a .mxm from said LW surface
3. I edited this new .mxm in the M~R Material editor: I added a couple of more maps for MR native channels (roughness+), set all the native maxwell stuff. In the end it's just a single BSDF layer with little TIF maps (all the same size/res).
It seems very straightforward as far as how to set it up, and in the texture preview it looks fine, but upon rendering an image from the plug-in the maps won't line up correctly. They are each shifted from one another mostly side to side but up and down a little as well. The only ways, in my limited knowledge, I could see this problem happening is from: a) maps being different sizes/resolutions b) maps using different projectors c) maps having different values entered in the "TileX" "TileY" or offsets from one another. None of those are the case. All the maps are all assigned to projector 0, they all having Tile X and Y as "1.0" all have their offsets as "0", etc., and all are in the same BSDF layer. Fiddling in Studio yielded no clues either that I saw. So, what am I missing?
I lost my online place where I do image hosting so I can't show you, but it's easy to for us CG folks to picture something like this: simple raised-pattern wallpaper done in CG where the different maps are horribly mis-aligned.
LW8.3 M~Rv1.1 Thanks for reading!
Details of what I did for those interested:
1. I got this wallpaper texturing all perfect as a native LW surface
2. In the Surface editor I added a M~R shader and created a .mxm from said LW surface
3. I edited this new .mxm in the M~R Material editor: I added a couple of more maps for MR native channels (roughness+), set all the native maxwell stuff. In the end it's just a single BSDF layer with little TIF maps (all the same size/res).
It seems very straightforward as far as how to set it up, and in the texture preview it looks fine, but upon rendering an image from the plug-in the maps won't line up correctly. They are each shifted from one another mostly side to side but up and down a little as well. The only ways, in my limited knowledge, I could see this problem happening is from: a) maps being different sizes/resolutions b) maps using different projectors c) maps having different values entered in the "TileX" "TileY" or offsets from one another. None of those are the case. All the maps are all assigned to projector 0, they all having Tile X and Y as "1.0" all have their offsets as "0", etc., and all are in the same BSDF layer. Fiddling in Studio yielded no clues either that I saw. So, what am I missing?
I lost my online place where I do image hosting so I can't show you, but it's easy to for us CG folks to picture something like this: simple raised-pattern wallpaper done in CG where the different maps are horribly mis-aligned.
LW8.3 M~Rv1.1 Thanks for reading!