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erasing texture seams
show user profile  Garp
I'm using the back and forth render to texture method to deal with seams and I've noticed a small problem.
It seems that there's a slight shift in the uvs during the process, leaving a thin mark on the texture.

Any though on that matter? Maybe there is a known way of correcting it?

(Note that it is barely noticeable with a diffuse map, so this is more for general understanding than fixing a real problem.)

read 631 times
2/2/2009 7:54:29 AM (last edit: 2/2/2009 7:54:29 AM)
show user profile  horizon
Define a slight shift.
You did the uv, and you did the texture, so anything that doesn't align you did, no?

read 615 times
2/2/2009 8:45:11 AM (last edit: 2/2/2009 8:45:11 AM)
show user profile  mattymoose
could this have something to do with the bake-to-texture "padding" setting, which adds a few duplicate pixels around the borders of each UV "island" ?

read 601 times
2/2/2009 11:10:16 AM (last edit: 2/2/2009 11:47:20 AM)
show user profile  mrgrotey
yeah you're not saving and using the image that render in the preview screen are you? that doesnt include the padding matty mentioned. you need to make sure you use the image that gets saved in the directory defined at the top of the RTT dialogue

read 594 times
2/2/2009 11:39:24 AM (last edit: 2/2/2009 11:39:24 AM)
show user profile  Garp
Nope I don't use the image rendered in the scene but the one whose path is specified in the render to texture dialog.
'padding' is a new term for me. I'll check it out.

Below is a simple exaggerated example with a cylinder.
On the left, the original mapping (channel 1).
Then I remapped the polys surrounding the seam (channel 2), rendered to texture, smudged the thing a bit and apply that map. Center image.
Then I rendered to texture with channel 1, patched the seam area in the original map, reassigned the first material (with channel 1) et voilĂ , left image. Nothing compared to the original seam but there's that nasty thin line in the middle.

I'll see how the paddding setting works. Hopefully it'll solve the problem. :)

read 583 times
2/2/2009 12:20:32 PM (last edit: 2/2/2009 12:20:32 PM)
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