Viewport Textures Fixed
Posted: Wed Nov 09, 2016 10:12 pm
Hi richardyarlett,
This problem is fixed in new version 2.23.
I added a new option, (currently disabled by default), in Tools tab of the Render Setup window:
'Enable 3dsMax Viewport UV correction'
To summarize the issue:
When using 'real world scale' in geometry, 3dsMax generate unusual UVs (far from the 0 to 1 range, depending on unit settings, for example 0 to 50)
This would normally display the texture as tiled (eg, 50 times)
To keep the visual appearance correct, the 'real world scale' in the Standard Bitmap settings automatically set a corresponding 'big' scale (eg 50)
In Octane, this 'big' scale is set in the UV transform of the RGB image.
As you can see in the material editor preview, the default result is that only a zoomed portion of the center of the texture is visible. This was also used in the max viewport, witch gives the visible tiling effect..
The new option enables to use the un-zoomed version of the texture for the max viewport..
It might also be needed in other cases, even not using 'real world scale', if UV settings are tweaked somehow..
I hope you'll be able to see your work correctly now !
Thanks for pointing this out, and for your patience.
NeonZorglub
This problem is fixed in new version 2.23.
I added a new option, (currently disabled by default), in Tools tab of the Render Setup window:
'Enable 3dsMax Viewport UV correction'
To summarize the issue:
When using 'real world scale' in geometry, 3dsMax generate unusual UVs (far from the 0 to 1 range, depending on unit settings, for example 0 to 50)
This would normally display the texture as tiled (eg, 50 times)
To keep the visual appearance correct, the 'real world scale' in the Standard Bitmap settings automatically set a corresponding 'big' scale (eg 50)
In Octane, this 'big' scale is set in the UV transform of the RGB image.
As you can see in the material editor preview, the default result is that only a zoomed portion of the center of the texture is visible. This was also used in the max viewport, witch gives the visible tiling effect..
The new option enables to use the un-zoomed version of the texture for the max viewport..
It might also be needed in other cases, even not using 'real world scale', if UV settings are tweaked somehow..
I hope you'll be able to see your work correctly now !
Thanks for pointing this out, and for your patience.
NeonZorglub