Author Topic: Texture Scaling Issue in Corona Renderer for 3ds Max  (Read 690 times)

2023-05-30, 14:25:26

crer

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Hi everyone! I'm currently using Corona Renderer with 3ds Max, and I'm facing an issue related to texture scaling (although I may be mistaken and the problem could lie elsewhere). I'm experiencing this problem both in the Slate Material Editor and the viewport.

Here's a visual representation of the issue I'm encountering:



As you can see, when I select a material from the Corona Material Library, the preview of the object's texture in the Slate Material Editor doesn't appear as intended.

Unfortunately, the problem worsens when I apply the map to the object in the viewport, as shown in the following picture:



I've tried various troubleshooting techniques, such as checking the real-world map size, unwrapping the box, and using UVW mapping. However, none of these attempts have successfully resolved the issue.


I'm feeling quite perplexed at the moment. I'm uncertain whether this problem is related to the scale of the texture or if it's a tile size problem or ... Despite my efforts to find a solution, including watching numerous YouTube videos, I haven't made any progress.

I would greatly appreciate any guidance or suggestions you may have to help me address this issue. Thank you in advance for your assistance!

2023-05-30, 15:31:28
Reply #1

romullus

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Hi,

Make sure that real-world map size is checked when you create new primitive, or apply UVW map, chose appropriate mapping and check real-world in its settings. That should fix the issue. It's worth noting that if you're using color correct, or other node between bitmap and material, then correct mapping will only be visible in the rendered output, but preview in material editor and in the viewport will most likely look incorrect. I believe this issue has been fixed in Corona 10, but if you're using older version, you will have to live with that, since there's nothing you can do about it.
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2023-05-30, 17:55:44
Reply #2

maru

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2023-05-31, 11:23:31
Reply #3

crer

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Hi,

Make sure that real-world map size is checked when you create new primitive, or apply UVW map, chose appropriate mapping and check real-world in its settings. That should fix the issue. It's worth noting that if you're using color correct, or other node between bitmap and material, then correct mapping will only be visible in the rendered output, but preview in material editor and in the viewport will most likely look incorrect. I believe this issue has been fixed in Corona 10, but if you're using older version, you will have to live with that, since there's nothing you can do about it.

Hi romullus,

Thank you for your previous response and guidance. I followed your instructions, but unfortunately, the issue I was experiencing with the texture scale in the viewport of 3ds Max still persists. I'm attaching a picture to help illustrate the problem:



I apologize for the inconvenience, but I was wondering if you could kindly provide me with a step-by-step guide to ensure I'm following the correct process correctly. I'm a bit confused, and having a detailed explanation would greatly assist me in resolving this issue.

Thank you for your time and assistance.

2023-05-31, 14:51:21
Reply #4

romullus

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Sure, no problem. Here's short video showing how it works.

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2023-06-01, 19:39:55
Reply #5

crer

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Sure, no problem. Here's short video showing how it works.


Thank you for taking the time.
Unfortunately, after watching the video and following the steps demonstrated, I still haven't been able to resolve the problem. To provide a clearer understanding, I have attached a picture:


I'm super confused now...

2023-06-01, 22:28:07
Reply #6

romullus

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But did you actually tried to render the cube? I explained in my first reply that viewport and material editor previews might not show you correct mapping when you're using colour correct and some other nodes in your material tree. You need to render the image to see how your object actually looks.
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2023-06-03, 14:35:59
Reply #7

crer

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But did you actually tried to render the cube? I explained in my first reply that viewport and material editor previews might not show you correct mapping when you're using colour correct and some other nodes in your material tree. You need to render the image to see how your object actually looks.


I wanted to update you on the progress regarding the texture scaling issue in 3ds Max. After your guidance, I rendered the box, and it appears that the problem is resolved in the rendered output.



However, I still encountered difficulties with the Slate Material Editor's preview and the viewport. To overcome this, I followed a different approach. I rendered the maps of the material in the Material View and replaced them with the original maps of the material. This workaround seemed to fix the issue:



I wanted to express my gratitude for your time and guidance throughout this process. Your assistance has been invaluable. If you have any further insights or suggestions, I would greatly appreciate them.

Thank you once again for your support.

2023-06-03, 15:56:44
Reply #8

romullus

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I'm glad to hear that you solved your issue, but i doubt that render map is the best solution because of few reasons. First and most important, you are losing flexibility in your setup - every time you'll want to tweak the texture, you will need to re-render it again. It's also worth noting that if you don't know how to render map properly, you are inevitably degrading texture quality.

Question is, why for you is it so important to have correct texture preview in the viewport and material editor, that you are willing to go with such compromise like render map? After all, you can temporarily bypass colour correct node and plug texture directly to material's base colour input - that would give you correct preview everywhere.
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2023-06-04, 01:11:50
Reply #9

crer

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I'm glad to hear that you solved your issue, but i doubt that render map is the best solution because of few reasons. First and most important, you are losing flexibility in your setup - every time you'll want to tweak the texture, you will need to re-render it again. It's also worth noting that if you don't know how to render map properly, you are inevitably degrading texture quality.

Question is, why for you is it so important to have correct texture preview in the viewport and material editor, that you are willing to go with such compromise like render map? After all, you can temporarily bypass colour correct node and plug texture directly to material's base colour input - that would give you correct preview everywhere.

for materials like "Walnut matte," the preview is working well even without bypassing the color correct map. It seems to be functioning correctly.

However, for materials such as "Wood sidings shakes wenge," I've encountered some challenges. Despite attempting to bypass the color correct map, the preview is still not functioning as expected. (It's possible that I may be doing something incorrectly when bypassing the map). Here's what I've done to the material map and the resulting outcome:





Thank you once again for your time.



2023-06-04, 10:40:17
Reply #10

James Vella

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Have you tried "show shaded material in viewport" button for the diffuse bitmap?

bitmap" border="0

Actually I think I can see it selected in your screenshot. I see what you mean when you plug the diffuse into both AO it goes grey, try pressing that button again.

bitmap2" border="0
« Last Edit: 2023-06-04, 10:48:17 by James Vella »

2023-06-05, 18:52:43
Reply #11

maru

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This is most likely a viewport display glitch and it should be already fixed in the newest V10 daily build: https://forum.corona-renderer.com/index.php?topic=38385.0
Marcin Miodek | chaos-corona.com
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