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
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
