torstenmiddelkoop Posted March 7, 2015 Share Posted March 7, 2015 Hello Guys, I am having some difficulty with the mapping of berconNoise maps. When I put a berconnoise map in the diffuse slot, and make this texture visible, than the render output has a totally different mapping? I have not uvw mapped the object, just simple editpoly with a bercon-noisemap as diffuse. When i add a uvw map nothing really changes. What am I doing wrong with the mapping? I attached a jpeg with the render and viewport, and i attached the 2014 maxfile. Somebody knows the answer? It is really difficult to setup complex materials if the mapping is not the same as in the viewport.Bercon Test.zip Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 9, 2015 Share Posted March 9, 2015 (edited) Bercon (and 3dsmax) noise maps are generally procedural and therefore not affected by UVW mapping. Although you do have the option to use Explicit Map Channel which will allow you to use UVW maps to control it. That might give you what you're after. Edited March 9, 2015 by stef.thomas Link to comment Share on other sites More sharing options...
torstenmiddelkoop Posted March 9, 2015 Author Share Posted March 9, 2015 Thanks for the reply Stephen. It is a pity that the viewport texture display is not the same as the rendered output. so even a uvw mapping won't help in clearly setting up material structures. Link to comment Share on other sites More sharing options...
CliveG Posted March 10, 2015 Share Posted March 10, 2015 I'm not sure if this is the answer you're looking for but I often find viewport previews unreliable and so use the Texmap Preview from the awesome and extensive soulburn scripts by Neil Blevins. This always seems to give me accurate feedback as I develop materials. http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm Hope it helps Link to comment Share on other sites More sharing options...
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