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texture disaster

Posted: Wed Nov 30, 2011 5:03 pm
by Diesire
Hey all,
as you can see I'm a brand new user here. I am also a new user to Maxwell studio, therefore I apologize whether this sounds a bit naive to the most of you ;)
I have an issue with materials I am not able to handle alone, though in the past I solved my problems by reading the manual or surfing in here.
The all thing is about - I am modelling in Sketchup, then exporting my model and eventually working on it in Maxwell studio. It was all flowing nicely, but then I noticed some of my objects are rendered as if they were made of some sort of mirroring glass excepted for one or two faces where the right texture actually displayed.
Nothing to do with geometry I guess - they are cubes or volumes extruded from simple forms. I thought it was regarding the way I export the whole model - maybe too many objs or simply some errors within the process - then I tried exporting just the damaged objects, one by one, and then importing them again in the main model but even so they still keep the same wrong appearance in the final image.
Of course I can't go any further with my render - meaning I can't set any light or adjust any texture - if since the beginning I have such an error.
I am attaching here what happens if I render one of the damaged obj without any texture applied. I exported the selection and just opened it with MXS. As you can see it seems that one face is correctly displaying the purple default material, one is weirdly divided in two and the third one is mirroring the blue environment. When something stands behind the obj you can actually see through it and see what's behind from the mirroring face (as you can see in the second image).

Image
Image

So, now the question is: how can I avoid it? is it all concerning the modelling phase or has it to do with maxwell' settings?

Thank you in advance for helping :)

Re: texture disaster

Posted: Wed Nov 30, 2011 5:37 pm
by feynman
Had similar issues in the beginning. First - did you check in the viewport, if your OBJs are all there - maybe some polygons (triangles) of some objects are missing? Second - if every object is there and nothing is missing, did you assign a default material and rendered that to see if everything renders? Third, if it all renders, did you check whether your OBJs have UVs (texture coordinates) matching to your intended texture placement with the right projector - locked (texture follows the original surface), planar (plane projected through space), cubic (three planes projected through space)? If you immediately render with transparent or reflective materials, it may become hard to find out what is going on because of complex reflections and refractions.

Re: texture disaster

Posted: Wed Nov 30, 2011 5:47 pm
by Half Life
The first thing I would do is to go to your SketchUp plugin and from the Output tab>Export>Use Instances and choose NO... if that clears up the problem then it is an export issue within the SketchUp plugin and should be reported in the SketchUp subforum to JD to be fixed.

If not could you provide the SketchUp file to me (via PM) so I can take a look for you and see what I can find -- I suspect UV issues, but it's always wise to start with the simple stuff first :wink:

BTW, welcome to the forum :D

Best,
Jason.

Re: texture disaster

Posted: Wed Nov 30, 2011 6:01 pm
by Diesire
Thanks for the reply feynman!

The material I applied on the failed obj is meant to be the same concrete material as all the rest is actually showing. Regarding your options, I am sure that no triangles are missing, because: when I exported it was saying 6 faces / 12 triangles and because the faces are there when I try to select triangles. For the second one, I applied either planar or cubic UVs setting, scaling it according to my obj. I also tried with creating a new material and leaving it as default, but it worked the same way (as it shows in the first image, where the parallelepiped has no texture on but a default purple material) and for the third...Well, it was not meant to be any transparent material!
Ironically, also if I apply some sort of glass on it, it shows the transmittance color only on the faces that are rendering correctly, meaning it is applying the material only on those faces and not to the solid.That made me think it's something about the obj, but I can't figure out what, if it is related to maxwell or sketchup settings or if it is something that has to do with the way I model it (which I'd rather exclude, since all the other geometries are correctly displayed and since I tried reshaping them a second time and exporting them).
It can also be that the sketchup file is damaged, but before modelling it again from the beginning in a new file, I wanted to give it a chance and search for a solution here 8)

Re: texture disaster

Posted: Wed Nov 30, 2011 6:03 pm
by Diesire
Thanks a lot and well met Jason! I'll try immediately and report it back soon :)

edit: it worked! thank you again :D now I'll try applying textures and setting lights. What did I actually change with that "no"? So that I can understand better and maybe not fall in the same mistake again (or similar) ( :roll: yeah, I know, I'm desperately noob here.)

Re: texture disaster

Posted: Wed Nov 30, 2011 6:39 pm
by Half Life
By default the plugin wants to use instances (which are somewhat similar to the idea of components in SketchUp) to save RAM and speed up export time... this is normally a good thing, however there are times when an issue will occur and the instancing goes awry resulting in weird errors.

This is particularly true if you are taking the geometry to Maxwell Studio for more work... generally for that workflow I would avoid instances altogether -- this will make navigating and working with your scenes in Studio much more straightforward.

However, I would definitely share the SketchUp file with JD so he can track down the source of the issue and resolve it in the next update.

Best,
Jason.