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Map coordinates error when using real world map size option

Posted: Thu Nov 10, 2011 10:27 pm
by jp_vas
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

Re: Map coordinates error when using real world map size option

Posted: Thu Nov 10, 2011 10:41 pm
by face
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

Re: Map coordinates error when using real world map size option

Posted: Fri Nov 11, 2011 9:44 pm
by jp_vas
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.

Re: Map coordinates error when using real world map size option

Posted: Fri Nov 11, 2011 10:00 pm
by face
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

Re: Map coordinates error when using real world map size option

Posted: Fri Nov 11, 2011 11:16 pm
by jp_vas
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...

Re: Map coordinates error when using real world map size option

Posted: Sat Nov 12, 2011 12:09 am
by face
I think it, but it must not be true. Maybe there is an other issue...

face