Map coordinates error when using real world map size option

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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jp_vas
Licensed Customer
Posts: 60
Joined: Sun Oct 09, 2011 3:18 pm

Hi all, i was working with some textures in a project an error when importing from max to octane...
i searched the forum and i didnt find how to fix this. i hope octane team can check this out for future versions.
the problem is this that the max exporter does not export maps correctly to octane when using "Real-World map size" option... i will attach pictures of the rendered images in max and octane to compare, also i will attach the uvw map settings of the objects.

Well i can work without the "Real-World map size" option, but i think at least for Archviz its much easier and much faster to work with this option set to "on" also if this option is not implemented for export, i will have to change the scale manually for each object each time... and my material library that took a lot of time to make is not so usefull anymore :(

maybe i am missing something with the configurations... i hope someone can help with this.

thank you very much for your time.

JP
Attachments
Map settings for LEFT Teapot
Map settings for LEFT Teapot
Map settings for RIGHT Teapot
Map settings for RIGHT Teapot
rendered with Octane
rendered with Octane
rendered with MAX
rendered with MAX
System: Windows 7 64 | GPU: GTX 580 1.5Gb | CPU: Intel Core i7 2.8 Ghz | RAM: 4GB
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

I think the tilings are generated over a shader at rendertime.
To check it, take a look in a uveditor. When the result from the teapots look similar, then Max uses a shader to generate the tilings.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
jp_vas
Licensed Customer
Posts: 60
Joined: Sun Oct 09, 2011 3:18 pm

Thank you face for replying, i dont quite understand what is happening with the textures... the thing is 3dsmax always render the textures correctly (with any method of mapping) the problem is when the geometry is exported to octane.
System: Windows 7 64 | GPU: GTX 580 1.5Gb | CPU: Intel Core i7 2.8 Ghz | RAM: 4GB
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

I mean, that MentalRay read the Real-World parameter and calculate the mapping at rendertime, although the geometry mapping from both teapots is the same.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
jp_vas
Licensed Customer
Posts: 60
Joined: Sun Oct 09, 2011 3:18 pm

well thats bad news for me that it works that way :(
i tried with the default scanline renderer and the same thing happens... the problem is that the .obj exporter does not take this "real world scale" option in the calculations...
System: Windows 7 64 | GPU: GTX 580 1.5Gb | CPU: Intel Core i7 2.8 Ghz | RAM: 4GB
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

I think it, but it must not be true. Maybe there is an other issue...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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