Viewport Textures SUCK NOW !!
Ever since the last few versions I cannot previews the texture mapping properly. I have tried several things and it is stuck in this weird mode. It seems to be ignoring the texture size and just doing every texture at 1 unit x 1 unit, which is this case is inches. It makes working with Octane very tiring to see have to see what things really will look like in the active rendering window.
Can you guys fix this bug for next time please.
Viewport Textures SUCK NOW !!
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- neonZorglub
- Posts: 1020
- Joined: Sun Jul 31, 2016 10:08 pm
Hi Richard,
Thanks for the details, and sorry for the inconvenience!..
I noted a decrease in texture resolution in the 3dsMax viewport, from older version of the plugin, but not that bad ..
There seems to be some kind of tiling in your case..
I will investigate this issue..
Could you post a sample scene ?
Thanks,
NeonZorglub
Thanks for the details, and sorry for the inconvenience!..
I noted a decrease in texture resolution in the 3dsMax viewport, from older version of the plugin, but not that bad ..
There seems to be some kind of tiling in your case..
I will investigate this issue..
Could you post a sample scene ?
Thanks,
NeonZorglub
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi richardyarlett,
I checked the issue you had but I failed to reproduce your case;
It seems to works fine.
I think this issue depends on 3dsmax setting, not Octane.
I attached a test scene, could you test whether the issue happens to you?
Thanks for your contribution.
Regards
Paride
I checked the issue you had but I failed to reproduce your case;
It seems to works fine.
I think this issue depends on 3dsmax setting, not Octane.
I attached a test scene, could you test whether the issue happens to you?
Thanks for your contribution.
Regards
Paride
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- test.zip
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2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- richardyarlett
- Posts: 197
- Joined: Thu Apr 09, 2015 8:48 pm
your scene only works because it is not using REAL WORLD MAP SIZE. It is just using a basic 1x1 generic scaling. No architectural renderer can survive on that. Every object has to use proper universal REAL-WORLD MAP SIZE to work across the scene. i cannot go back to non real world map scaling. it would be a nightmare. this use to work in V1, V2 and V3.0
I downloaded you scene and changed the boxes to "USE REAL WORLD MAP SIZE" and then added a "2D transformation" to each material RGB TEXTURE, and set it to 12 and 12 (for a 1ft texture size)
And it all went to crap. See the two images
I downloaded you scene and changed the boxes to "USE REAL WORLD MAP SIZE" and then added a "2D transformation" to each material RGB TEXTURE, and set it to 12 and 12 (for a 1ft texture size)
And it all went to crap. See the two images
- richardyarlett
- Posts: 197
- Joined: Thu Apr 09, 2015 8:48 pm
Just to be clear, this is ONLY A PROBLEM with "USE REAL WORLD MAP SIZE" turned on. The problem is with the "2D TRANSFORMATION" under UV transform. The 3dsmax working viewport does not respect changing these values away from 1x1, but the actual OCTANE viewport does. At least that is something, but it makes it difficult to work with the scene in the standard viewport. And it used to work on every version up until 3.0
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi richardyarlett,
you spoke "USE REAL WORLD MAP SIZE" and I understood now.
You are right, there is an issue about the size and texture.
Here's the problem:
Octane uses a scale of values from 0 to 1 and does not use measurement unit.
the value in 2D transformer works this way too.
So, if you use scaling ratio from 0 to 1 it works properly.
if you uses a scale ratio greater than 1, the issue happens.
I will send the issue to developers to use units instead of scale values.
A work around for now might be to use units in 3ds max greater than all the measures of the texture in the scene.
So you would always values less than 1
for example if you have a 6 inches texture and unit scale Feet (in 3ds max) you will write in 2D trasformation slot 0.5 and it will work fine.
Thanks for your contribution.
Regards
Paride
you spoke "USE REAL WORLD MAP SIZE" and I understood now.
You are right, there is an issue about the size and texture.
Here's the problem:
Octane uses a scale of values from 0 to 1 and does not use measurement unit.
the value in 2D transformer works this way too.
So, if you use scaling ratio from 0 to 1 it works properly.
if you uses a scale ratio greater than 1, the issue happens.
I will send the issue to developers to use units instead of scale values.
A work around for now might be to use units in 3ds max greater than all the measures of the texture in the scene.
So you would always values less than 1
for example if you have a 6 inches texture and unit scale Feet (in 3ds max) you will write in 2D trasformation slot 0.5 and it will work fine.
Thanks for your contribution.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- richardyarlett
- Posts: 197
- Joined: Thu Apr 09, 2015 8:48 pm
yeah that doesn't really work as practical. AND it has been working fine since version 1.0. It has only recently been a problem.
- richardyarlett
- Posts: 197
- Joined: Thu Apr 09, 2015 8:48 pm
ANY UPDATE on this ? This is a major problem for workflow in 3dsmax. There is no way to preview textures correctly in the working max viewport now. I have to keep the OCTANE viewport open all the time just to see my texture mapping.
Where is the official developer comment ? It has always working fine up until 4.20
Where is the official developer comment ? It has always working fine up until 4.20
.. I got this bug somewhere when switched to max2017, real world map scaling was on by default..
- anyways, try using mapscaler modifier, maybe remove uvw and use the box projection from octane nodes
- or do a isolate selection and use the realtime render on that as it will be faster
- or the most basic one, use standard material to set up the diffuse texture and mapping, and then switch to octane material - at least you have a way to survive until a proper solution comes up ..
- I'm not even sure if there's a bug or a wrong workflow, using workarounds all the time, as long as you get it done ..
- anyways, try using mapscaler modifier, maybe remove uvw and use the box projection from octane nodes
- or do a isolate selection and use the realtime render on that as it will be faster
- or the most basic one, use standard material to set up the diffuse texture and mapping, and then switch to octane material - at least you have a way to survive until a proper solution comes up ..
- I'm not even sure if there's a bug or a wrong workflow, using workarounds all the time, as long as you get it done ..
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