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2011 3Ds Max + MR - UVW Map not rendering


Wrender
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Hi All,

 

At my wits end here...

 

I've brought in a model from Autocad, applied a UVW Map, and adjusted the map tiling to be correct. In the 3D viewport, the mapping looks correct (as evidenced by the concrete and the wood floors). When I render the scene, it reverts back to as if the UVW Map was not applied.

 

The thing is, it was working a couple days ago. I'm frustrated because I know there's probably some button that was mistakenly pressed and has thrown the rest of the model out of whack. Any ideas on what I'm doing wrong?

 

I've attached a few preliminary images to give you an idea of what I'm talking about.

 

Thanks in advance for any and all help/advice!

Ryan

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Uncheck "Real world map size" in the UVW-Modifier.

 

Yeah, I had tried that, rescaling the UVW map without using the real-world map size and got the same outcome. Any other thoughts?

 

(Attached an image of the UVW Map without the real-world map size)

Edited by Wrender
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Ahh, i see.

 

U are applying UVW Modifier "and" then u tweak the the tilling in the Map itself (first picture the diffuse and in the last picture the bump map of the Wood floor) and not in the UVW modyfier.

 

Tweak only the UVW -modifier.

And bring back the tilling of your maps to 1. (the diffuse and the bump map)

 

 

 

edit: Or throw the uvw-modifier away, and apply a new one

Edited by Stanis
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I typically put a 1',1',1' UVW map on everything in the scene because all my materials are based off that dimension. That way I can accurately calculate the specific tiling for each individual material.

 

But even that being said, if I toggle just one of the mapping increments, the 3D view material doesn't match even remotely the rendered material.

 

In all the other models I've done, the shaded 3d view maps always closely resembles the rendered map. Not sure why there is such a great disparity in this particular model.

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I went back to an earlier model that was rendering correctly before I switched over to mental ray.

 

See the image attached - the mapping is the exact same, with the same materials, with the 3d viewport reading the same way. The rendering comes out correctly.

 

What would change in the mental ray settings that would cause the material to change so drastically?

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Figured it out. Apparently 1 material in the MSO (the white paint on the walls) had the "face map" button checked. It apparently was affecting ALL the materials on the MSO. Took me forever to find it lol

 

Unchecked that button, and all is well.

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  • 8 months later...

This exact bug is driving me crazy as well!

 

I'm using 3DSMax2009 / Mental Ray (although it occurs in Scanline renderer as well)

 

The texture looks fine in the viewport, and the UVW map modifier actually changes the way the texture is wrapped around the object in the viewport as well.

 

HOWEVER, whenever I render it - it ALWAYS looks the same! It's like the UVW Map modifier is not being applied to the stack, or the object. I've tried re-applying the uvw map modifier, and moving it up and down the stack to no avail.

 

Also as per your suggestion, I checked, and none of my materials have face map checked.

 

I've spent way too much time on this bug!

 

*EDIT* - If it matters, it's a procedurally generated brushed metal material

Edited by PcChip
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I wonder if Michael's problem is the problem with the size of noise maps.

 

I am using noise maps, and I did turn them down to match the size I was going for, but are you saying that procedurally generated materials (noise maps) do not respond to UVW mapping parameters? Normally I can set the UVW Map modifier's Tiling to higher numbers to increase the texture density, but this time it wasn't working. No change I did produced anything different in the rendered result (while the viewport changed as expected)

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