Author Topic: weird uv mapping  (Read 2247 times)

2014-05-27, 18:50:14

arqrenderz

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Hi im having some issues with uv mapping, its just a rope but in the viewport it seems fine but the renders shows some weird mapping
The geometry is a cilinder with a twist, noise and last a turbosmoth modifier, the maps are tileable.
Someone has some insight in the problem??

2014-05-27, 19:37:30
Reply #1

Ondra

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Which map channel do you use? Try it with scanline/MR/VR
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-05-27, 19:38:21
Reply #2

maru

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Could it be because of filtering? Try setting texture's filtering to none.
You can also do such things procedurally, for example with gradient map.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2014-05-27, 21:19:17
Reply #3

arqrenderz

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Ok i sorted out, it was the filterings, i have it on none, to solve the problem i put it on summed area, it uses more memory but it solved this problem. THX