#313545
Hey Guys, I have been trying to make a bed of grass in modo with mesh paint, works well but when I export the scene into studio I get some wierd results, I gather whats happening is the painted mesh objects are getting one UV texture instead of individual ones, anyone know of a work around?
Image

Thanks

Brett
#313662
Hi Brett,

If you are using modo stencil map, than it can be a problem because stencil map export (in automatic material conversion mode) in version 0.9999 is broken.

But otherwise it should work fine. Could you send me the scene? - the image is not 100 percent clear for me...


Márton
#313769
Hi Brett,

What I can see that it is not a clipmap problem, the position of the mesh painted rectangular grass polygons are weird. In the zip file I have only found the source terrain mesh, and the exported mxs, but the original modo file was not there. Could you please post it too?


Márton
#313841
Hi Brett,

This zip had all the files now:)

Ok, I have checked your scene, and as I can see it is not an export issue. The grass polygons are already horizontal in the modo file, and their position remains the same in Maxwell.

The transparency is working too. In your Grass_Test1.mxs scene there are two materials with grass texture ("(M)grassblade" and "Garden grass_TEST"). "Garden grass_TEST" material is assigned to the BLADE object, and "(M)grassblade" is assigned to GROUND. The mesh painted grass polygons are part of the GROUND object.
The "Garden grass_TEST" material has the weight map texture, but "(M)grassblade" doesn't have it, that is why it is not transparent.

Your weight map image is not totally clear on the no-grass areas (not 100% white) so clip mapping wont be perfect.

Márton
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