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syntetik
09-22-2002, 10:31 PM
hey!

I was mapping a roll with 2 separate projections. So I had 2 shells in UV Tex. Editor.
When I was painting color it was ok. But when I painted the bump channel and render it, there were lines appearing at the seams of UV projections.

Is this a normal problem with offsetting the texture to make a "shift" on the surface when the render makes the surface bump (so the line around uv shell is visible)? is there some way around?


...so far I had solved it with making continuos (but lower quality) mapping at the places where I needed the bump. But I want to know, if someone has already dealed with this some better way.

beaker
09-22-2002, 10:39 PM
Could you post an image(snapshot) of your UV's?

syntetik
09-22-2002, 10:51 PM
ok, 5 minutes in Shop, here you are!

syntetik
09-22-2002, 10:53 PM
old UVs

syntetik
09-22-2002, 10:54 PM
new UVs, bump map fixed.

MCronin
09-22-2002, 11:55 PM
This might be a case where you'd want to use a secondary UV set for the bump map. You were getting the seam with your bump map because you had a disparity in your UV coverage going from one shell to the next. It's less obvious with your color map, but it's there. The bump map really puts in in the spotlight though. If you use a second set of UVs for the bump map, you can use your new continuous UVs for the bump, and the old UVs for the color map. So you're free to use the best method for UV placement for a particular map... I hope that makes sense.

syntetik
09-23-2002, 12:14 AM
thanks you replied MCronin (I was alredy going to sleep, but Outlook just ringed at the the time!)

I have already tryied to do this the way you said :))

But I have problem with connecting the 2nd UVmap to bump channel in RelationShip Editor. For some reason, bump channel doesnīt show up there. I had tryied to tweak it, but with no succes. And when I tryied to first connect the bitmap through Transparency, connect it to 2nd UV map and then just reconnect this to bump map (but already with UVChooser), the render looked weird.

do you or someone have better experience with connecting bump channel to UVs in Relship. Editor?
(maybe I should tweak auxiliary nodes appearence... but bump2d is among unhidden...)

syntetik
09-23-2002, 12:28 AM
...actually, I guess, tommorow Iīll be painting everything into the new UVs Iīve created for the bump map..... just to move on in the production, you know.

but, nevertheless, if you someone have a solution, I would be pleased!


today my dreams will be about mapping in Maya I guess! :hmm:

beaker
09-23-2002, 12:28 AM
multiple UV's only work with the bump channel in maya 4.5.

To solve your problem try a couple things,
#1 make sure you paint outside your UV edge lines with your texture map(Not just directly to the edge). When maya antialiases stuff, it can cause your background color in the map to bleed into the edge of the texture.

#2 try using a shader projection over the seam and then convert to file texture. Or just fix the problem in deep paint, by projecting onto your map over the seam of the UV's.

#3 Do what MCronin said, but just put the bump UV map in the base UV channel and put the color in the additional channel.

syntetik
09-23-2002, 12:43 AM
3 solutions! thanX beaker!! (and MCronin)

tommorow Iīll try how theyīll work. Zzzzzzzzzzzz..................;)

playmesumch00ns
09-23-2002, 08:51 AM
So they fixed the bump-UV sets problem in Maya 4.5?? How come it was overlooked for so long? I've come up against the same problem, with about 10 UV sets in Maya4. It's so frustrating!

syntetik
09-23-2002, 09:35 AM
thatīs right! I was surprised too.
but honestly, it took quit long til I needed this feature and discovered itīs not working. so finally from 4.5 this should be ok.

beaker
09-23-2002, 10:18 AM
>>How come it was overlooked for so long?

It's kinda weird, but a/w built multiple UV's for realtime rendering in a game engine and not software rendering. So since bump wasn't supported in realtime till about a year ago, they didn't really think it was necesary for it to be implemented in maya.

syntetik
09-23-2002, 03:43 PM
hmmmm, that sounds reasonable.
I think many things in Maya that are so useful now for TV/ film production were actually brought due to games industry pressure, like polyTools nad such. nurbs were also supported for a long time, but I find them useful in 30% of modeling and my friend is even modeling just with CPS...
I saw a video from Gnomon (devil baby and the man with bag)and nurbs were used just to model environment objects, all characters were done in subD (which were only for users of M. Unlimited till now). SmoothProxy was added also in 4.5.

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