Page 1 of 1

Uv map break in octane material

Posted: Tue Oct 08, 2019 3:56 pm
by baghbanikm
why in my render
uv map deform in far segment ?


Image
Image

Re: Uv map break in octane material

Posted: Tue Oct 08, 2019 4:01 pm
by aoktar
Sorry but did you check the uvw in viewport/renderer with a standard material?

Re: Uv map break in octane material

Posted: Tue Oct 08, 2019 4:02 pm
by omardex
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 3320 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

Re: Uv map break in octane material

Posted: Tue Oct 08, 2019 6:01 pm
by baghbanikm
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

Re: Uv map break in octane material

Posted: Tue Oct 08, 2019 6:02 pm
by baghbanikm
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

Re: Uv map break in octane material

Posted: Tue Oct 08, 2019 6:24 pm
by baghbanikm

Re: Uv map break in octane material

Posted: Tue Oct 08, 2019 7:27 pm
by frankmci
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

Re: Uv map break in octane material

Posted: Tue Oct 22, 2019 6:40 am
by baghbanikm
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