User avatar
By RonB
#228389
Hi,
Here's a problem I am having. This object is clean, no extra points, poly's are fine etc.
Image
Here's an untextured shot.
Image
Here's the texture grid.
Image
And here's what happens.
Image
Texture is applied as a cubic map. I have tried creating the object several ways. With a plugin for LW and building it poly by poly by hand... and tripling the poly's, the end results are the same, a textured mess. Anyone have any ideas?

Thanks, Ron
By WillMartin
#228416
This kind of thing was happening to me too, but didn't look as crazy in my testing since I was just doing a simple planar map onto a four point plane; looked like it was doing a separate mapping of the (two in my case) triangles. I thought I was just inputting/copying some setting wrong somewhere, but it looks like there could be more to it? Luckily, in the other recent threads, Mihnea says they are already looking into things along these lines. From http://www.maxwellrender.com/forum/view ... hp?t=23171 just yesterday:
There's an issue with UVs and objects with multiple layers, we'll fix it in the next update.
:)
User avatar
By RonB
#228431
Hi Will,
No multiple layers, just a single surface...but you are right, it looks like the texture is being applied to each individual poly. This is the first I have tried in 1.5. I will test other objects and mapping later today and see if its happining with all of them. You say it happened to you with planar mapping...looks like a real problem.

Ron
By roger1972
#228709
RonB wrote:Hi Will,
No multiple layers, just a single surface...but you are right, it looks like the texture is being applied to each individual poly. This is the first I have tried in 1.5. I will test other objects and mapping later today and see if its happining with all of them. You say it happened to you with planar mapping...looks like a real problem.

Ron
same here the UV-s get messed up and the texture-map goes in all directions.... If this get fixed, we have a wonderful program for architecture. but for now the imagemaps get rotated in all directions... :-)
User avatar
By RonB
#228740
Now, I want to make it clear that I am not complaining...

But, how does it happen that something like this texture mapping problem gets by on a major release like 1.5? Especially after all the talk regarding the redone Lightwave plugin. I would think a problem like this would be found and fixed at the basic level of the plugin's testing. For me, I am dead in the water again unless I can find 1.1 and reinstall that.

Herve, or Mihai I respect both you guys, any comment?

Thanks, Ron
User avatar
By Mihnea Balta
#228748
We've tested all the projection modes and found them to work OK. Could I have that object to debug it? If yes, please send it to mihnea.balta@gmail.com.
By WillMartin
#228799
I've sent a .lwo, a LW render and a MW render to Mihnea that's an example of the weirdness.

Literally, it took under a minute to produce all of the above. I just created a plane in LW8.3 (box tool dragged to a rect in only one window), applied to the "color" channel a (Z) planar texture map with automatic resize to get it to look fine in the open GL, sent the plane object to layout and rendered it with an f9 hit, from which it looked fine, of course. But then rendering it with a hit of the M~R the 1.5 plug-in button gives the strange result of the two triangles that hiddenly make up the plane seeming to be separate (rotated?) in terms of texturing according to MW even though no such difference is ever defined in LW with either modeling or texturing. I have no image hosting to show you all here onlilne, but Ron's example above show what it's doing well enough anyway. And note that adding/using the MaxwellMaterial shader in the LW Surface properties doesn't change/fix the problem.

I'm curious to see what the difference is between what the testers have and what Ron and Roger and I have. Hopefully the fact that the testers have never come across it means that it will be an easy fix. :)
User avatar
By Mihnea Balta
#228941
This bug was introduced in the night before release with an unrelated bug fix, that's why the testers didn't have time to spot it. We're terribly sorry about it, it's fixed right now and an updated version will be available in a matter of days.
By vpii
#228996
I to am also having this problem but did workaround by bringing model into studio and create UVs there as a workaround. But for sure once this is fixed I will stay in Lightwave. I think once this is fixed this is a very good version for lightwave.
User avatar
By RonB
#229243
Mihnea,

Thanks for the heads up, I am looking forward to the updated version. No problems, these things happen...

Cheers, Ron
By mtripoli
#230486
Quick question... maybe a dumb one... it looks to me like there are 4-point polys being used... isn't everything supposed to be 3-point only...?
User avatar
By RonB
#230514
Hi Mike,

I have been using 4 point polys for quite a long time, ever since the last plugin update...way back when. Unless things have changed with 1.5, I believe we haven't needed to triple polys for some time now.

Ron
By mtripoli
#230526
Thanks... I'm so used to tripling everything I haven't even tried another way... DOH!
By mikadit
#231775
Hello RonB,
just a question, opening the mxs in MRS, if the "recalc normals" does not work, did you try to go in the UV Sets panel of the object and (right click) "normalize" the related projector? It will unlock the projector and correct the coplanar iusse.
Normalize can solve the problem with coplanar polygons. But maybe you'll need to rotate the texture 90 degree horizontal to have the same cubic map like in LW (the texture rotation seams to be similar to the iusse importing lwo files that result mirrored).
User avatar
By RonB
#231824
Hi mikadit,

No, I did not try that...the problem is a bug as stated by Mihnea in the above post. I am waiting for the LW plugin update.

Cheers, Ron
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