Author Topic: LightMtl & Texture Mapping  (Read 2137 times)

2018-09-27, 15:48:13

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I am not sure if its a bug but it doesnt seem right.
If i use a normal CoronaMtl and plug in a gradient ramp and map it onto a spline using real world scale everthing looks as expected.
If i use a CoronaLightMtl and plug in the same gradient ramp in the texture slot the mapping gets messed up and its not rendering correct. I attached two images to illustrate the problem, one with the normal CoronaMtl and the other on with a LightMtl. Nothing has changed except the material. Some parts are ok others are stretched...

2018-09-28, 12:57:15
Reply #1

maru

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Can you show the 2 materials on exactly the same part of geometry? (right now your screenshots are showing different parts)
I don't see a reason why this should not work...
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2018-10-09, 11:30:45
Reply #2

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Sorry to reply so late, we had to to finish the animation and i havent had the time. It seems its only a problem in this specific scene, i tried it in a new scene and it was working as expected. Not sure what went wrong in our animation but we got away with using a self illuminated corona material instead of a light material.

2018-10-12, 19:29:14
Reply #3

maru

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Maybe wrong material channel id? Moving to resolved until re-reported.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us