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Problem with the mapping(normal, displacement or bumping)
Posted: Sat Mar 20, 2021 12:37 pm
by reism
Hello everyone,
I have a question about the texture mapping. When I apply texture image on normal, displacement or bumping, the texture seems not continue, as shown in the picture below. The texture projection I set is Box. I have added a Transform node and set to 1.001 but it didn't work.
How to fix that? Thank you!
Re: Problem with the mapping(normal, displacement or bumping)
Posted: Sat Mar 20, 2021 5:40 pm
by jayroth2020
If you are using a Cinema primitive object here (looks like a cube with a fillet in your case) there will be unwelded vertices at these areas that show discontinuity. You can mitigate this condition, to a degree, by converting the primitive into an editable polygonal object and using the optimize command while editing the object in points mode.
I would then adjust the UVs in the object to help insure continuity.
You can make your life a little easier in that regard by simplifying your geometry on the curved section, and using the Subdivision group in the Octane Object tag that you should have applied to your object. You can then keep you polygon count low and will make adjusting your UVs a snap.
Re: Problem with the mapping(normal, displacement or bumping)
Posted: Tue Mar 30, 2021 5:40 am
by reism
Thank you so much for your answer.
I'm pretty new to C4D and Octane, could you give a bit more explanation on how and where to adjust the UVs?
Thank you!
Re: Problem with the mapping(normal, displacement or bumping)
Posted: Tue Mar 30, 2021 4:42 pm
by jayroth2020
UVs are a rather involved topic. As a feature in Cinema 4D, many improvements have been included in recent versions of that product, so I recommend looking online for help with UVs in Cinema 4D. There are also sites such as Cineversity.com which have training.
In terms of Cinema overall, primitive objects do have UVs assigned, but the way some of the shapes are created, the UVs can be discontinuous. This means that you will see seams on maps that you apply as they cross over certain boundaries, such as what we are seeing in your image. Also, capped objects, such as Cylinder primitives, do not have welded vertices, which can further contribute to the problem overall.
When working with UVs, it is best to have simpler geometry to deal with, and let subdivision techniques add in the detail for you.