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ccreyes
10-15-2003, 08:45 PM
Hey all!

I'm having some problems with a character I am working on for a class.

Basically I applied a procedural skin texture to him and when I try to animate him in a simple walk cycle the skin texture gets all screwy. (The skin texture is pretty much the same as the one in the 3dtotal Joan of Arc tutorial here (http://www.3dtotal.com/ffa/tutorials/max/joanofarc_p2/texture_skin_procedural1.asp) )

None of the textures are animated and they should be frozen within the mesh.

I've tried using different rendering filters but nothing really comes out that great.

Supersampling the materials helps but it you can still notice the texture buzzing and it kills my rendertime.

The buzzing doesn't depend on camera distance, the far shots look equally as bad.

The weird thing is that the buzzing only started happening after I applied a biped and physiqued it.

Could the way an object is boned and skinned affect the materials applied to that object?

I've attached some stills so you can get a general grasp of whats happening here, I wish I could link the video but my webhost doesn't have a lot of bandwidth.

Any help would be appreciated!

EDIT: The attachment image is a bit small, here is a larger version of that picture: LARGER IMAGE (http://img.villagephotos.com/p/2003-10/435654/example.jpg)

Ian Jones
10-16-2003, 12:16 AM
Exactly what do you have in your modifier stack... and how they are they ordered?

Also, what sort of procedurals have you used? just a quick listing of them would be helpful.

ccreyes
10-16-2003, 01:31 AM
Modifier Stack:

Physique
Meshsmooth
Edit Mesh
Morpher
Editable Poly

That is the order it is in.

There's a lotta stuff going on in there :eek:


As far as procedurals, I'm using multi-sub object material to map these throughout the character:

The skin is a speckle map in the diffuse slot. The speckle contains use two sub-materials: splat and smoke. The bump map is basically the same material with darker colors. (like I said earlier, the same procedurals used for the Joan of Arc tutorial at 3dtotal.com)


The unibrow and mustache is basically a noise map with a high bump value.

The clothing is a solid color with a small bump map (the bump map is an imagemap, not a procedural) I'm not having any problems with the clothing.


Hope that clears some things up! I'm probably doing something unnecessary that I haven't caught on to yet....any ideas?

Cullen
10-16-2003, 01:36 AM
I belive the reason is you might be using object xyz mapping in the material rollout for each (smoke... splat.... whatever)

This is fine for animating objects where the verticies don't move within the mesh... but when you apply morpher, skin, physique the material stays in world coordinates.

You have to map it with explicit map channel.

Pain in the ass I know. Found this out the evil way.
Not fun finishing a job then finding out the bump material on the character is sliding around.

ccreyes
10-16-2003, 02:32 AM
I went down the stack and applied an explicit map channel to the polygons containing the procedural skin and changed the map channel in the material editor and you were right! No more texture movement!

Thanks a lot man! I appreciate the help!

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