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View Full Version : Padding on "Render to Texture" exports


Mr Whippy
04-14-2003, 07:23 PM
Hello,

I am wondering if anyone has any tips or comments on how best to achieve padding on Max 5's new Render to Texture feature.

I have recently modelled a car, and am having problems getting the GI rendered diffuse to have a border around it, to stop the UV coordinates overlapping the edges of the mapping, and causing filtering artifacts.

Now, I assumed this was a characteristic of Max, but after several people have informed me otherwise, I now realise that the "padding" function should generate a border of pixels around the uvw wireframe on the output, so as to get rid of the edge effects synonymous with filtering textures where the colour changes along the edge of the mapping coords.

Anyway, I've read numerous tutorials and can see no problem with how I am working the "Render to Texture" interface to create my texture.
I find the whole thing a bit to eager to work it's magic anyway, trying to do everything for you these days, so I'm guessing there is a "Stop helping user" button or something that lets me simply render to a texure with a 4 pixel border.

Currently I get no border, and no matter waht I set the padding to, I still get no border.

I unwrapped my mesh by breaking up the mesh into elements, folding them all out, into a flat square, planar mapping them, then saving the UVW coords to a file.
Then I simply morphed my mesh back to the original shape, and welded up the verts again along panle edges and what not.

Now, the whole mapping works totally fine, just the padding does not.
Are there any rules as to unwrap, like gaps between groups of polys on the map, or anything like that, or should it just draw on what you ask!?

I've also tried a fresh mesh, exporting to 3ds, without uvw coords, and importing it to a new scene, and letting max unwrap and texture it, and it still doesn't pad the edges!

Hmmmmm, any help would be most appreciated, since I've spent so long reading now to no avail, only some professional help will sort this problem out!

Thankyou very much

Dave

EricChadwick
04-14-2003, 07:45 PM
Render to Texture has a bug where it resets the edge padding spinner each time you add another Texture Element. Once you're done adding all the elements, set the spinner to the value you want, then render.

EricChadwick
04-14-2003, 07:48 PM
Almost forgot.... it adds the padding to the saved file only, doesn't show it in the preview window. Bummer, eh?

Mr Whippy
04-14-2003, 10:06 PM
Ahhh...

So what you see is NOT what you get with the virtual frame buffer!
Wondered why the shadows map looked like a complete map :rolleyes:

There are alot of new concepts for workflows in Max5!

Anyway, yeah, I was saving my VFB image, and not using the saved image. It doesn't say anywhere the vfb is not the output file anywhere! Suppose thats why you'd let Max create the material with the new texture, since it uses the non vfb file!

Thankyou for the help, it's sorted out that problem!

A bit of another Max 5 query, I've not used character studio for a couple of years, and since Max 2.5, keys no longer seem to be drawn in the track view editor for character studio biped and physique models. Is this another streamlining, since I can only access keys for the above elements through the physique modifier. Is there any way to get them into Max's new Track CURVE view editor :hmm:

Thanks again!

Dave

EricChadwick
04-14-2003, 10:26 PM
You must mean Biped, not Physique.

New with CS4 is their own track view for editing animation curves. AFAIK, still can't see Biped curves in main Curve Editor.

Mr Whippy
04-14-2003, 10:39 PM
Ah, ok, thats what I guessed...

Just that I've started a few low-polygon models again recently, and wanted to get my keyframes visible in the track view (main).

I could only find them in CS4's editing panel.

Oh well, as long as they ARE actually there to export :)

Thanks again, just got my output with a border

:thumbsup:

Seya

Dave

gaggle
04-15-2003, 12:59 PM
I'll just quickly mention there's a script up over at scriptspot.com called "Bakersfield" that has a more streamlined interface for baking textures than the default one. At least that was my experience.

Mr Whippy
04-15-2003, 03:11 PM
Ah, definately worth a look!

Cheers

Anything to stop Max helping me like I'm a 2 year old is much appreciated :wip:

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