I seem to be having an issue with the texture UV map on my object. It's a circuit board model with a cutout in one corner. In maya I just used planar mapping and attached a different texture to each side, then deleted history. When I import to Octane using the script (v2.3b), the texture on my circuit board comes out all distorted and messed up on both sides. Everything else transfers fine.
Is there a certain way to set up UVs on an object so the textures transfer over appropriately? Thanks!
Problems with texture UV mapping from Maya to Octane
Moderator: JimStar
i have to disappoint u, coz uv has nothing to do with the script, sorry
u can try manually to export ur scene, and load it in octane to check if u have same probl
cheers
u can try manually to export ur scene, and load it in octane to check if u have same probl
cheers
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
Yeah the problem is persistent even when exporting to .obj right out of maya manually. It may be something I'm missing in settings, but I have no idea why the UV's aren't transferring...how would one export an object with complex texture mapping to open correctly in Octane? Is this a limitation of OBJ files out of Maya, something I've done incorrectly, or something that has yet to work properly in the Octane beta?
Core i7 920 | 12 GB RAM | Nvidia GTX 470 & 260 | Win Vista x64 | Maya 2012.5 x64 | Octane beta2.57
How many uv-texture you wan to export?MTECH wrote:Yeah the problem is persistent even when exporting to .obj right out of maya manually. It may be something I'm missing in settings, but I have no idea why the UV's aren't transferring...how would one export an object with complex texture mapping to open correctly in Octane? Is this a limitation of OBJ files out of Maya, something I've done incorrectly, or something that has yet to work properly in the Octane beta?
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
It's two different shading groups with textures for color, bump, specular, etc... One is applied to the front of the circuit board, the other to the back. I just did a simple Planar UV mapping so the UV's are flat. Would I have to use an automatic mapping instead and move/sew everything together, ultimately creating one map to go with a single UV set for both sides combined?
*edit* My guess is that you can't have any overlapping UV's whatsoever else it may break it when converting to .obj. I'll have to go back to my model and actually unwrap the object's UV's, make one big texture for the whole thing. I'll update on how that turns out!
*edit* My guess is that you can't have any overlapping UV's whatsoever else it may break it when converting to .obj. I'll have to go back to my model and actually unwrap the object's UV's, make one big texture for the whole thing. I'll update on how that turns out!
Core i7 920 | 12 GB RAM | Nvidia GTX 470 & 260 | Win Vista x64 | Maya 2012.5 x64 | Octane beta2.57
Right, make one big uv-texture. The obj-format can only have one uv for each object.
face
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578