notamondayfan Posted May 15, 2006 Share Posted May 15, 2006 right, im seriously ticked off, as i have a serious problem! im workin on a building model. this model has 1 multi sub object material assigned to it, which assigns arounf 5 different materials to the object. i then apply uvw mapping. as my mulit sub layer material has several different textures, i need several uvw mapping modifiers. i add the modifiers, and allocate the map channel to the corresponding materials in my material editor. this for some reason makes max very unstable, and crashes with out notice at different times. this is seriously slowing me down, and i dont want to change the way i model and texture. max should be able to do this. my pc is the newest and most powerful in the office, so im 99% sure it isnt the pc. i have tried restarting, closing all apps, re-installing max, etc etc. does ne 1 have ne ideas? this is driving me around the bend!!!! many thanks, deano Link to comment Share on other sites More sharing options...
Noise Posted May 15, 2006 Share Posted May 15, 2006 A bit obvious but, have you got the latest service packs installed ? Link to comment Share on other sites More sharing options...
notamondayfan Posted May 15, 2006 Author Share Posted May 15, 2006 yup Link to comment Share on other sites More sharing options...
raterry Posted May 15, 2006 Share Posted May 15, 2006 what are you using to render? I had a similar problem with multi-sub with different UV channels when I used Mental Ray. -=rob Link to comment Share on other sites More sharing options...
notamondayfan Posted May 15, 2006 Author Share Posted May 15, 2006 im using vray free. how did u solve your problem? Link to comment Share on other sites More sharing options...
Brian Smith Posted May 15, 2006 Share Posted May 15, 2006 Post the zip file, I'll see if it does it to me Link to comment Share on other sites More sharing options...
notamondayfan Posted May 15, 2006 Author Share Posted May 15, 2006 sorry the file is too large, and i doubt wether my boss would let me post my model on a public forum without concent from the client. Link to comment Share on other sites More sharing options...
Logitek Posted May 15, 2006 Share Posted May 15, 2006 i add the modifiers, and allocate the map channel to the corresponding materials in my material editor. Hey Deano, I think you shouldn't play around with mapping channels too much. Why don't you stick with channel one, but right before you apply a UVW modifier to your object, you select the right IDs using the select by ID button. That's what I do (at least when I don't use Unwrap) and it's very easy and stable Good luck! Matt Link to comment Share on other sites More sharing options...
Brian Smith Posted May 15, 2006 Share Posted May 15, 2006 If you can't post I would suggest breaking the building into separate objects so you don't have to worry about multi/subobjects - if it's taking that much time. Link to comment Share on other sites More sharing options...
Sawyer Posted May 15, 2006 Share Posted May 15, 2006 I work this way too and I haven't had this problem. Is it just this file or is it every file that you have worked this way? Link to comment Share on other sites More sharing options...
manta Posted May 16, 2006 Share Posted May 16, 2006 Does it do that when you switch to scanline... I would agree with the above suggestion, and break it up into separate objects... Link to comment Share on other sites More sharing options...
notamondayfan Posted May 16, 2006 Author Share Posted May 16, 2006 Matthieu : i need seperate uvw's to arange things like brick coursing, wood tilling, and render materials, so 1 uwv map isnt enough. thanks neway. Brian : yea good sugestion, i might just detatch each material id group, but this kinda defeats the objective of using multi sub materials and multi channels.at the monent it looks like the only way. Sawyer : i have this problem with every file i work on unfortunately. ive even tried exporting / importing, draggin to a new file, etc etc. william : tbh i aint tried in scanline, but i will have a go. thanks 4 all ur segestions guys, really appreciated! Link to comment Share on other sites More sharing options...
Iain Denby Posted May 16, 2006 Share Posted May 16, 2006 The way I know to do this, is before you apply a UVW, you first put a mesh select (and select the appropriate id). So you would have a mesh select and a UVW for each id. Link to comment Share on other sites More sharing options...
Logitek Posted May 16, 2006 Share Posted May 16, 2006 Matthieu : i need seperate uvw's to arange things like brick coursing, wood tilling, and render materials, so 1 uwv map isnt enough. thanks neway. Well, I don't really understand what you don't understand when I say, use the "select by ID" option before you apply a "UVW modifier". This way you can have as many different UVs as you want... one different for every poly if you feel like! Once you've applied the UVW modifier, you have to either collapse the object OR add a "select poly" modifier. But from what I understand, maybe you don't collapse very often? Keeping the modifiers pile with more than, let's say 5 modifiers can make max quite unstable. Use "collapse" (in the utility tab) or right click "convert to: editable poly". I hope I was a little bit clearer. Cheers, Matt Link to comment Share on other sites More sharing options...
notamondayfan Posted May 16, 2006 Author Share Posted May 16, 2006 ahh i get what u mean, i thought collapsing the list would destroy my mapping coords. but as soon as i colapse my modifier list, i loose all control of my mapping, and would have to re assign uwv map modifier if i wanted to change the mapping at a later date. Link to comment Share on other sites More sharing options...
Iain Denby Posted May 16, 2006 Share Posted May 16, 2006 Dean Add a mesh select modifier, select the polygons via the material ID. leave that in sub-object mode and add a UWV, adjust it to suit and repeat all this for the next material IDs. Link to comment Share on other sites More sharing options...
Logitek Posted May 16, 2006 Share Posted May 16, 2006 right, but remember not to keep tones of modifiers in the pile, otherwise you're gonna end up having trouble... example: Let's say you want to adjust your modelling, so you go back to the base of the pile but afterwards, you forget to re-select all the polys that you had selected before applying your UVW modifier (the one that seems you want to keep ). Then your mapping's gonna go all wrong again, and you'll be posting that you're angry! I keep stuff in the pile ONLY if it's relevant and will save me time (like a spline before a lathe...). A select ID + UVW modifier only takes 5 seconds. Now it's up to you Have fun mate! Matt Link to comment Share on other sites More sharing options...
nisus Posted May 16, 2006 Share Posted May 16, 2006 Be smart: make all your materials the same mapping size! Doing this you will only need ONE uvw map for your whole object, no matter how many sub-objects/ID's you got... rgds, nisus Link to comment Share on other sites More sharing options...
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