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Texturing the hollow area of a hollow box

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Guru

TakuanDaikon

TakuanDaikon

8:10 pm Sep 13, 2008

posts 139

1

I'm having a heck of a time with texturing a box.  Seems to me that the texture for the inside of a box prim is not using the 'Inside' slot of the Multi/Sub-Object material, but is instead sharing the same slot as the X+ material.

Am I crazy, is it just me, or is this a known issue?

btw: THANKS!!!  I absolutely love PrimComposer, it's completely streamlined my building process for many things, and I now laugh (nervously) about how stressed I'd be to have to go back to 'the old way'.

Admin

Shack Dougall

11:08 am Sep 16, 2008

posts 1028

2

Are you still having this problem?  It's not a known issue.  If you're having this problem, it could be a bug, but I haven't seen it.

Guru

TakuanDaikon

TakuanDaikon

12:53 pm Sep 16, 2008

posts 139

3

Shack Dougall said:

Are you still having this problem?  It's not a known issue.  If you're having this problem, it could be a bug, but I haven't seen it.


Yes.  If you look at this snapshot, you'll see a cube that I've hollowed and cut, and applied a checker pattern to the X+ face only (all other faces are a white Standard material) :

Here is a link to the Max file in the snapshot above : http://images.daikonforge.com/primcomposer/hollow-prim-example.zip

Guest

Amis

1:18 pm Sep 16, 2008

4

Hello,

I've played with your .max file and i found following mistake. Your Multi/Sub Object material is using 10 slots for material IDs , and hollow cube have 14. In fact Hollow material id is number 14. By default Multi/Sub is using 10 slots and you need to add additional 4. This is the mistake i found in your .max, but when i tried to bake the texture for hollow face i end up with very strange texture:

[IMG]http://img205.imageshack.us/img205/3188/76740018214cy4.png[/IMG]

i'm pretty sure this will look strange in SL too , but not tryed yet :)

Admin

Shack Dougall

1:29 pm Sep 16, 2008

posts 1028

5

Oh, okay.  I was wrong.  It is a known issue.

It is kind of a bug, but I don't think there's much I can do about it except maybe warn the user.

First, be aware that inside and hollow are two different things.  Hollows are textured by Material ID 14.  Material ID 9 (inside) is used on outside faces whose normal points toward the center of the prim. 

For example, the surface of a tube has 4 faces: inside, outside, x+, and x-.  A tube can also have a hollow which is why hollow and inside are represented as different material IDs.

The bug that you're seeing is caused by the fact that your Multi/Sub-Object material only has 10 sub-materials.  Since there is no sub-material for 14 (hollow), 3ds Max arbitrarily uses sub-material 4 instead.  It seems to be based on modulo arithmetic.  There are only 10 sub-materials, so mat ID 11 gets mapped to 1, mat ID 12 gets mapped to 2, etc.

I hate it, but I guess there must be a reason that it works that way.  It would make more sense to me if it defaulted to the first sub-material.  In the beginning, I was going to try to work with it, but I finally decided that it was just too strange and un-useful.

Anyway, if you export that cube, it won't have a checkerboard in the hollow.  Instead, it will have no texture at all.  Prim Composer will look for matID 14 and won't find it.

You can correct the problem in 3ds Max by increasing the number of sub-materials to 14.

I'm definitely open to suggestions.  It's wierd and I don't have a good solution for this problem yet.

Admin

Shack Dougall

2:02 pm Sep 16, 2008

posts 1028

6

And here's a bit of insider knowledge that you can use to astound and impress your friends.  You'll be the star of the party when you drop this little nugget. Wink

Originally, I thought that missing sub-materials defaulted to sub-material 1.  It made sense to me, because when you apply a Standard material to a prim, all of its faces are textured.  That is why I named sub-material 1 "default".  Eventually, I realized this was untrue, but it was too late to change the designations, since I had already published them.

That is why we have a "default" sub-material 1 which isn't used for anything at all.

Guru

TakuanDaikon

TakuanDaikon

3:25 pm Sep 16, 2008

posts 139

7

Shack Dougall said:

I'm definitely open to suggestions.  It's wierd and I don't have a good solution for this problem yet.


I think putting this tidbit in a FAQ or documentation is sufficient.  It's certainly easy enough to work with once it's known.

Thanks!

Guest

Amis

4:17 pm Sep 16, 2008

8

You can correct the problem in 3ds Max by increasing the number of sub-materials to 14.


Hello ,

I don't know if you saw my previous post , but even with right settings in mutli/sub i still receive texture wich doesn't looks right:

Any toughts ?

Thanks.

Best regards

note: i'm using TakoanDaikon's max file for my test

Guest

Amis

4:30 pm Sep 16, 2008

9

Drama update:

Scanline render work fine with Hollow my awesome 2009 Mentalray , render nothing .. This is sick :)



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