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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: V4 maps do not connect together in renders..what the?!


darthbobvilla ( ) posted Wed, 28 March 2007 at 9:18 PM · edited Wed, 20 November 2024 at 5:55 PM

hi all,

I was wondering why i am getting this type of situation.
I am setting up v4 and putting maps on but as i do a render i find that for whatever reasons the maps for the various body parts do not connect together to form a seamless look.

It is like when you render the maps shrinks on the character and you can see the seams as to where they should join up together.

it does not happen to me with v3 or any other figures...just v4..

When i put on the default maps from daz it seems that the problem does not show up, but when i load other maps the problems shows...

what could be the cause of this?


pjz99 ( ) posted Wed, 28 March 2007 at 9:56 PM

I saw this when I got started with V4 myself with certain texture sets - with the ones I have I sometimes would get seams at the shoulders or along the feet.  I ended up making a habit of rendering at higher quality and this pretty much stopped happening, so I would expect lowering min shading rate would help you.  Might try that.

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Darboshanski ( ) posted Wed, 28 March 2007 at 10:17 PM · edited Wed, 28 March 2007 at 10:17 PM

Some vendors of certain textures will require that you turn off the texture filtering to eliminate these seams. I had this happen on a few of the higher res textures and emailed the vendor about the problem and they suggested that I turn off the filter texturing on the parts of the body showing the seams.

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raven ( ) posted Thu, 29 March 2007 at 6:17 AM

Try this. In the material room, on the image map nodes, change the setting on Image Mapped to Clamped instead of Tile (which it defaults to).



4blueyes ( ) posted Thu, 29 March 2007 at 7:53 AM · edited Thu, 29 March 2007 at 7:54 AM

Quote - hi all,

I was wondering why i am getting this type of situation.
I am setting up v4 and putting maps on but as i do a render i find that for whatever reasons the maps for the various body parts do not connect together to form a seamless look.

It is like when you render the maps shrinks on the character and you can see the seams as to where they should join up together.

it does not happen to me with v3 or any other figures...just v4..

When i put on the default maps from daz it seems that the problem does not show up, but when i load other maps the problems shows...

what could be the cause of this?

If I understand you correctly: some merchants create the textures too close to the edge of the UVmapping and with texture filtering or in general lower rendering options the color (usually white) around the texture on the jpg shows in the rendering (so called bleeding). If you look closely at the DAZ maps you will see that the actual textures are surrounded by a color that is very close to the base skin color of the texture. This is why the seams are not visible while you use these maps, the color bleeding is almost the same as the textures. V4 has more seams and they are in more places, maybe this is why it is so visible unlike V3? A screenshot of the problem would be great :) Michal 4blueyes


bagginsbill ( ) posted Thu, 29 March 2007 at 4:39 PM

It is the texture filtering. A filtered texture is basically blurred which means every pixel gets some info from nearby pixels. However, the actual areas on a figure that wrap around in 3d space are not near each other in UV space. Thus the pixels just outside the actually used part of the image are contributing to the color.  As 4blueeyes said, a well done texture image includes data outside the boundaries of the used part of the image that corresponds with a completely different area, or at least is similar, thus minimizing the discontinuity.

Turning off texture filtering should fix it. It is nice that P7 introduced control for this on each material instead of the whole scene, but it was really stupid of them to enable filtering by default.


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darthbobvilla ( ) posted Thu, 29 March 2007 at 7:25 PM

yes that was the problem...thanks for the info people.

cheers!


4blueyes ( ) posted Thu, 29 March 2007 at 8:10 PM

Glad to hear it is solved :)


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