Madeliefste Oh Posted September 1, 2012 Share Posted September 1, 2012 I have a problem with the way LOD 4 shows my texture.I made the LOD 4 mesh like in the picture on the right side. As you can see the UV map is made in such way that almost the whole pattern design fits the mesh.On the left side you see how the mesh appears in SL. LOD 3 still shows the pattern of the textures correct. However if you zoom out to level 4, the LOD 4 shape is shown as expected, but the texture doesn't appear like it was mapped. I see only five dots that are heavily strechted. How can this happen, what is going wrong here? Link to comment Share on other sites More sharing options...
Drongle McMahon Posted September 1, 2012 Share Posted September 1, 2012 I was waiting for someone else to answer. The only thing I can think of is that the UV map for LOD4 is not right. It's the sort of thing that happens in Blender when you remove edge loops by merging vertices and forget to adjust the UV map to take account of the vertex movement on the model but not the uv map. Now we have the dissolve function that avoids this problem. As you are using C4D, I can't give any specific advice, but it may be something similar. Link to comment Share on other sites More sharing options...
Madeliefste Oh Posted September 1, 2012 Author Share Posted September 1, 2012 Thanks Drongle, but the UV map is not the problem. I have now uploaded only my LOD4 level mesh, and used that same mesh for all 4 LOD's. This shows that the uv map is correct for this mesh. Link to comment Share on other sites More sharing options...
Drongle McMahon Posted September 1, 2012 Share Posted September 1, 2012 What happens when you look at the lowest LOD of that? (set RenderVolumeLODFactor to 0). Does the mesh have more than one materials? If so, are the repeat settings different on the different materials? (I ask that because there is a bug with material-to-face allocation on LOD switching that has not been fixed,) Link to comment Share on other sites More sharing options...
Madeliefste Oh Posted September 1, 2012 Author Share Posted September 1, 2012 The lowest LOD of that one shows correct. But I did some other experiments, and I'm getting somewhere in analysing the problem, not in finding a solution yet. The next picture shows on the left both meshes in the same scene in C4D, on the right the UV map applied to the texture. Now what I did is delete the box from the scene first, and save the bag as a LOD1 dae. The I used undo to get the box back in the scene, and I deleted the bag, I saved the box as LOD4 dae. Now when I upload to SL I use the bag mesh for LOD1. LOD2 en LOD3 are generated from this mesh, for LOD4 I do upload then LOD4 mesh. Next picture is showing LOD3 and LOD4 in SL: As you can see, the front side is not projected on the LOD4 as a front side, but as a top side. So the problem is how SL links both different meshes to each other, during the upload proces. What we see in the very first picture in this thread is not pixel stretching. But the uv map was different in that picture. The top and the sides of the box where not uv mapped in the blue part of the texture at that time, but in the part with the pattern. So there we see also the same thing happening. The front of the box show not the texture that belongs to the front of the box, but the one that belongs to the top. Link to comment Share on other sites More sharing options...
Madeliefste Oh Posted September 1, 2012 Author Share Posted September 1, 2012 When you analyse the problem correctly, the solution is right around the corner. What I did is next, in c4d I rotated the lowest LOD mesh 90 degrees, and then adjusted the shape to fit the highest LOD again: This results in SL in this: Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted September 1, 2012 Share Posted September 1, 2012 I think I know what the issue is looking at your second go, it doesn't explain your first issue with the stretched UV though. I'm not 100% sure, but it looks like your box was rotated. Because the bounding boxes are matched by the uploader, it's not that obvious. Look at you rotations in C4D and see if they match, I have no clue how to do that as I don't use C4D myself. I hope this puts you back on track though. EDIT I see you fixed it by rotating, I missed that part. (Scaling it makes no difference as I said) Still if you match the pivots in C4D, you won't be stuck with a rotated box in C4D. Happens to me every now and then when I build one LOD from the front viewport and another from the top. Link to comment Share on other sites More sharing options...
Drongle McMahon Posted September 1, 2012 Share Posted September 1, 2012 Kwakkelde, it's C4D, not Blender. Madelfieste, in Blender that is the problem you would get if you rotated one relative to the other in Object mode and didn't apply the rotations - even though they look the right way round in Blender. As Kwak says, the rotated box in LOD4 is then stretched and squashed to fit it into the bounding box of the high LOD mesh. I don't know whether there's something similar to Object mode rotation in C4D. Congratualtions on solving it. Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted September 1, 2012 Share Posted September 1, 2012 Ah, not paying attention, edited the post Link to comment Share on other sites More sharing options...
Charlotte Bartlett Posted September 4, 2012 Share Posted September 4, 2012 I was going to ask if you had rotated your axis. I did that some weeks back to adjust a bounding box and saw the same issue you had. Hadn't realised I had done it until I uploaded. When I went back I could see the 180 adjustment on the Rotation/Coordinates dock. Link to comment Share on other sites More sharing options...
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