rikou Posted October 21, 2010 Share Posted October 21, 2010 Hi, I've been very surprised to see something I never saw before. (See attachments.) When I used max 9, I remember I used a lot of stuff like this. Spline was powerfull ! I could have proper uv's with real world map size... nevermind if the aspect ratio of my spline was equal to 1 or anything else , I could have my 5mx5m bitmap tiling on length and thickness according to U and V. Now, as you can see, it's not the case, There is a strange behaviour. Can someone enlighten me ? Thx Link to comment Share on other sites More sharing options...
maciejwypych Posted October 21, 2010 Share Posted October 21, 2010 Hi, Turn off optimize and adaptive on the interpolation roll out - that should do the trick. Link to comment Share on other sites More sharing options...
rikou Posted October 21, 2010 Author Share Posted October 21, 2010 Thx but this has nothing to do with interpolation, same result with on and off... Link to comment Share on other sites More sharing options...
maciejwypych Posted October 21, 2010 Share Posted October 21, 2010 Interpolation helps with the distortion on the corners. As for the stretched bitmap, it seems that you apply your material before changing the width/length of your spline. It will be the same if you apply material to any basic object and then change it's dimensions. To avoid that : a) create an object and don't make any changes after applying material or b) use UVW modifier and your problems will go away. Link to comment Share on other sites More sharing options...
rikou Posted October 21, 2010 Author Share Posted October 21, 2010 ok I see what you mean but I don't care about the stretched bitmap because it's not the problem in fact.. what I mean is the fact that when I used 3ds max 9, the bitmap was apply in a good way, on the width and lenght in real world size.. you could change width/lenght anyway before or after apply your material, it was alway clean... the problem is that now, you can't have a real world map size with spline and rectangular section... Sweep modifier should be the way to do but it's really damage.. for the same result, 1 modifier more... Anyway, thx for your advice ! Link to comment Share on other sites More sharing options...
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