Uv map break in octane material

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

Post Reply
baghbanikm
Licensed Customer
Posts: 31
Joined: Tue Nov 01, 2016 9:31 am

why in my render
uv map deform in far segment ?


Image
Image
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Sorry but did you check the uvw in viewport/renderer with a standard material?
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
omardex
Licensed Customer
Posts: 75
Joined: Wed Oct 21, 2015 4:45 pm
Location: Venezuela
Contact:

Hi, If you are using Sds to smooth your geometry make sure that the subdivide Uv is set to edge, if not stretch like that happen.
Annotation 2019-10-08 120152.jpg
Annotation 2019-10-08 120152.jpg (10.44 KiB) Viewed 3318 times
if is not that, check the projections in the object manager for your material, or the projection node in your octane material textures if it exist. and make sure that are set to mesh uv and/or uvw mapping projection
Omar Tavera
Awesome Generalist

omardex.artstation.com

Octane render for c4d but moving more toward standalone with one 980ti
baghbanikm
Licensed Customer
Posts: 31
Joined: Tue Nov 01, 2016 9:31 am

aoktar wrote:Sorry but did you check the uvw in viewport/renderer with a standard material?
i cant believe, also in c4d render is not ok
Image
baghbanikm
Licensed Customer
Posts: 31
Joined: Tue Nov 01, 2016 9:31 am

omardex wrote:Hi, If you are using Sds to smooth your geometry make sure that the subdivide Uv is set to edge, if not stretch like that happen.
Annotation 2019-10-08 120152.jpg
if is not that, check the projections in the object manager for your material, or the projection node in your octane material textures if it exist. and make sure that are set to mesh uv and/or uvw mapping projection
thank you .
but i didnt use ss in this object
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

Compare your actual geometry to your UV space. Notice how your poly rings are evenly spaced, yet in your UVs, they are clustered closer to the rim. You need to adjust, or probably more simply, re-project your UV mapping so that you are not introducing distortion.
The distortion you are seeing.
The distortion you are seeing.
Your current Polys on Left, UVs on Right. (No texture for the sake of clarity.)
Your current Polys on Left, UVs on Right. (No texture for the sake of clarity.)
1:1 Polys to UVs, no distortion
1:1 Polys to UVs, no distortion
Animation Technical Director - Washington DC
baghbanikm
Licensed Customer
Posts: 31
Joined: Tue Nov 01, 2016 9:31 am

frankmci wrote:Compare your actual geometry to your UV space. Notice how your poly rings are evenly spaced, yet in your UVs, they are clustered closer to the rim. You need to adjust, or probably more simply, re-project your UV mapping so that you are not introducing distortion.
UV Stretch.jpg
Screen Shot 2019-10-08 at 3.49.39 PM.png
Screen Shot 2019-10-09 at 9.12.48 AM.png
Thanks a lot
Post Reply

Return to “Maxon Cinema 4D”