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Vue F.A.Q (Last Updated: 2024 Nov 21 4:12 am)



Subject: Odd texture problem with some .veg files


FrankT ( ) posted Sun, 21 October 2007 at 3:46 PM · edited Sat, 23 November 2024 at 9:30 PM
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I've noticed I'm getting an odd texture problem with some .veg files.  Most of the texture looks fine but odd parts of the tree look a bit horrible.  All the textures are set as object parametric - any ideas on how to get rid of it ?

Regards

Frank

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Peggy_Walters ( ) posted Sun, 21 October 2007 at 6:52 PM

What tree is this? 

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FrankT ( ) posted Sun, 21 October 2007 at 7:06 PM
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It's the tall pine from cornucopia3d - doesn't only happen with that one though

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LMcLean ( ) posted Sun, 21 October 2007 at 10:04 PM

What version of Vue are you using and are you on a Mac or a PC?


CobraEye ( ) posted Sun, 21 October 2007 at 10:19 PM

I heard there was a way to fix this by changing the mapping.  There was a tutorial.  Basically Vue trees (especially C3D trees) are known for this problem and the people at eon act as if they don't know what anyone is talking about it.  Check out some of the posts at C3D about the Sequioa tree which is legendary for its mapping irregularities.


keenart ( ) posted Sun, 21 October 2007 at 11:15 PM

You have to go through each segment of the tree in the Materials editor and change to World Mapping Automatic.  You might also try World Parametric, and Interpolation Normalized, but still may have some troubles with the Sequioa, but the pine should do better.

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FrankT ( ) posted Mon, 22 October 2007 at 2:37 AM
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It's Vue 6.5 Infinite on a PC - I'll give the remapping trick a go when I get home from work.  I've been setting 'em all to object parametric.
It's only part of the trunk that gives me problems - Oh well, nil desperandum

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keenart ( ) posted Mon, 22 October 2007 at 4:59 AM

Object Standard for the Leaves and World Parametric for the trunks on the Sequioa and Pine, Interpolation Normalized, with Mapping set to Automatic on both the trunk and leaves, should do the trick.  Interpolation None will also work on the Leaves.

 

You may want to tweak or try different settings to see which works best for you.  I have had the problem sever since I bought the both trees six months ago, and often do a little Post work in CS2 to clean up what the setting does not.  Both my Easel and Esprit have the problem.

 

You could probably create a procedural map in place of the old one, but have not had time to do so myself.

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bruno021 ( ) posted Mon, 22 October 2007 at 8:39 AM

THis tree base trunk will not look good, whatever the mapping mode. Normally, changing to "world parametric" does the trick, but not on this tree, and all trees made from the tall pine tree ( sequoia, for example)
Dburdick has made free procedural mats to replace all these buggy materials, check the thread over at C3D.



FrankT ( ) posted Mon, 22 October 2007 at 11:26 AM
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yay it worked.  I have the textures from Dave but this one is rather nice.  Thanks for all your help guys and gals

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LMcLean ( ) posted Tue, 23 October 2007 at 1:49 PM

FrankT, Your odd texture problem is happening because when solid growth trees are lenthened the polygons are actually being stretched, therefore the texture maps pixels are also being stretched. The odd texture problem you are seeing is pixelation from the texture map being stretched as a result of the polygons being stretched. Using solid growth trees in ecosystems will create this problem unless you retexture the tree after you get the size you want. Another option is to use static trees. They scale proportionally, so this problem isn't as noticeable. It sounds like you fixed the problem with a good texture map though. Hope this has helped. : )


FrankT ( ) posted Tue, 23 October 2007 at 1:58 PM
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yup, changing the mapping to world parametric and then resaving the tree worked like a charm.  Had to do about 100 of 'em though which was a bit tedious ! :blink:

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bruno021 ( ) posted Tue, 23 October 2007 at 2:10 PM

Yeah, Franck it works, it gets rid of the artifacts alright, but if you look closer at the branches, the mapping isn't right with the world parametric coordinates, so it's a workaround, but not the ideal solution, I'm afraid. I've been trying to remap only the base subset of the plumtree to world parametric, while keeping the trunk subset to object standard to keep the mapping correct on the branches ( same subsetas the trunk), but it doesn't work, I still have only 2 materials for the tree in the mat. summary, and it's the trunk and leaves materials, Vue doesn't generate a 3rd material. Seems like a bug to me.



FrankT ( ) posted Tue, 23 October 2007 at 5:27 PM
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I'd noticed that - fortunately most of the upper part of the tree is hidden for what I want so it's not a big problem.  Probably needs logging with E-On I guess

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lingrif ( ) posted Tue, 23 October 2007 at 6:10 PM

For Vue trees, I usually have the best luck with World Standard, for some reason.  It works fairly well with this tree

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iloco ( ) posted Tue, 23 October 2007 at 6:56 PM

With the Sequoia tree I used dburdick maps and saved the new tree as a new specie.  Now if I close Vue and reopen and select that tree from my plant .veg files it reverts back to the old textures.  Anyone had this problem.
  Yes I have reported to Tech support. :)

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iloco ( ) posted Tue, 23 October 2007 at 8:01 PM

Darn hate I cant edit.   I forgot to mention this is using XP 64 bit when I have the above problem.
  I am dual booting and went back to 32 bit and the new mapped texture is on the tree.  Very strange. :)
Rebooted back into XP 64 bit and old texture shows on same tree I used in 32 bit that showed the new texture.  Anyone got this setup and can try it.

ïÏøçö


keenart ( ) posted Tue, 23 October 2007 at 10:36 PM

I have spent many an hour after my Vue creation, painting with a 2 or 4 pixal clone brush to get rid of the aritfacts using Photoshop.  On the C3 Forum, one of the replies from e-On was that the maps for these trees was sufficient for distant viewing and would not be updated currently, So you better look for your own fix. 

jankeen.com


iloco ( ) posted Wed, 24 October 2007 at 5:38 AM

It is hard to look for my own fix when its a mapping bug.  When the ne map is saved and reverts back to original in a saved species I think that would be hard for me to fix. :)

ïÏøçö


keenart ( ) posted Wed, 24 October 2007 at 5:48 AM

iloco,

Do not know what is causing this but this is a little different than the vague texture maps in this post..

Debbie and I have been having the same problem, the materials or maps switch, it usually occurs when the memory gets low. 

jankeen.com


iloco ( ) posted Wed, 24 October 2007 at 5:57 AM

With 8 gig of memory and only the one species in a window I hardly doubt it is low memory.  It if is then its the Mother of all Memory Leaks. :)

It has to be a coding problem with 64 bit compared to 32 bit which works as its suppose to work. :)
 So many small problems keep popping up its agravating to use sometimes.  I have about wore out my save button. :(

ïÏøçö


keenart ( ) posted Wed, 24 October 2007 at 6:09 AM

like I mentioned I do not know what is causing it, just know that when resources get above 50% is starts to happen.  Could be because of the way the software stores the info.  I have seen this type of behavior before in MS Word and other software packages before.

jankeen.com


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