magnumopus opened this issue on Nov 10, 2007 · 6 posts
magnumopus posted Sat, 10 November 2007 at 7:42 PM
I have a WIP posted on my gallery here called "Forest Spirits". The problem is with the dead trees I threw in the pic. I'm using a 1200x1000 hi-quality map for the bark.I'd gone to Basic mode for the texture/bump maps, and I applied a new texture over the standard one for the tree.I've tried setting the SCALE of the shader all the way down to 10.I've set the shader to OBJ-Standard. I've gone into the editor and used various mapping modes,especially cylindrical,but I keep getting stretched out textures and reverted back to Auto. I would normally do some post work in PS to fix this,but I can't do that currently. Are there any PPL here with some help for me here?I'm reading the manual,and I'm learning,but I'm still in need of some help. Here's the link to the WIP. Thanks!!
http://www.renderosity.com/mod/gallery/index.php?image_id=1558534
agiel posted Sat, 10 November 2007 at 7:56 PM
You might get the stretched parts no matter what you do because of UV mapping on the tree mesh. You would have to use an advanced UV mapper to flatten out the surface and reduce the stretching effect.
Do you have some bump assigned to the trees ?
Maybe some noise on the bump channel would be enough to reduce the effect.
magnumopus posted Sat, 10 November 2007 at 8:07 PM
I'm using the color map as the bump.I'm too new to V6I to map on my own like this without being in the Basic Mat Editor as of now.There's so much to learn at this point. I did mess with the tree editor some so I could get an ecosystem on it for the spanish moss effect. I'll open the editor and play around with the bump map and see.Thanks for the fast reply!
agiel posted Sat, 10 November 2007 at 8:14 PM
You could also give displacement mapping a try if bump is not enough.
bruno021 posted Sun, 11 November 2007 at 2:37 AM
Also, you could try using the "object parametric" mapping coordinates, instead of the "world or object standard", most of the times, it's the best method when using texture maps, and then scale the material and/or the image map. You need to use the advanced material editor to change the mapping coordinates.
Rutra posted Sun, 11 November 2007 at 9:03 AM
I think I had exactly the same problem. This thread solved it for me:
http://www.cornucopia3d.com/forum/viewtopic.php?t=5265
I changed to world coordinates and it solved it. However, if in your case it doesn't, you can still use the excellent materials that Dave provides.
Note: if you're changing mapping modes (from parametric to world or whatever), and if your material is a mixed material, you have to do it in the individual materials, not in the mixed result.