Texturing artifacts work-around

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rgigante
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Joined: Wed Jun 28, 2006 6:46 am
Location: Italy

Texturing artifacts work-around

Post by rgigante » Sat Sep 16, 2006 3:51 am

Hi u3dreal,

i need your help. I remember a post in the old forum where u showed a indigo rendered image with two checker-boarded sphere, the first with a wrong texturing (like the one below) the second with a perfect one. If i'm wrong it dealt with a texturing issue related to implicit texturing

Image
http://img61.imageshack.us/img61/4650/t ... ctskr5.jpg

Although the exporter (XSI2Indigo) i'm working on, exports correctly explicit-texture coords (through the use of CGeometricAccessor) i dunno how (or at least IF) could be exported implicit-ones because i don't know if implicit texturing is done at the render-engine level (MentalRay takes care of) or not.


Thanks for sharing any hint you used in your exporter.

Regards, Riccardo

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u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Sat Sep 16, 2006 6:14 am

Hmm i have no idea how that works in XSI...
the problem was that there were more textureverts than objectvers...
so i duplicated every objectvert that has two or more textverts...

if you have 3 different textverts then you have to get three objectverts..

i have no idea if this only applies in max or in general... but that is the
difference between max and 3ds...

hope that helped

u3dreal ;)

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