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albinochicken
10-31-2003, 07:22 AM
Having issues with the Layered Texture (Note: NOT Layered Shader) on my polygon objects for game scene. It looks fine the in hardware view, but when rendered, it doesn't render properly.

I have 5 layers on my ground plane, and therefore 5 UV sets to coincide. All are properly UV-linked. The problem DEFINITELY lies in the middle (3rd) layer, which is a texture for the path shown below (has soft edges with alpha). I am pretty sure that the issue is that this layer is UV-linked only to certain faces (the path) on an object instead of the entire object. What happens in the render view is that all of the faces that were NOT selected render out with a grey tone. The selected faces that were planar-mapped in the 3rd UV set are fine.

Does anyone know if Maya treats Layered Textures (not shaders) as a Per-Object, even if the UV set of the layer only contains certain faces, and not all faces from the object?????

Thank you in advance for fast responces. I'm in need of immediate help with this issue. 8-)


*** Screen grab, from Maya, of what the ground plan should look like: ***
http://www.albinochicken.com/forumposts/finalproject/path_screengrab.jpg


*** Actual Maya Software Render (which is what I will output with when done): ***
http://www.albinochicken.com/forumposts/finalproject/path_render.jpg


*** Maya Hardware Render: ***
http://www.albinochicken.com/reengrforumposts/finalproject/path_hardwarerender.jpg

Thanks again!

S. J. Tubbrit
10-31-2003, 08:01 AM
'Fraid so...

Maya's UVsets will look fine in the viewport, but unfortunately, you cannot for example, in a grid, select a few faces, apply and new UVset, and then expect it to render fine, the problem is that even though you have selected a few faces, a UVMap is applied across the whole map, but again, like u said, you've only selected a few faces and applied it, what Maya is doing is, within that UVset, it has applied UV's to the selected area, and essentially the other faces outside of that selection have been given NO uv's, and hence will render without texture, now the only way around it I've found is using a ramp with transparency applied to the whole UVset, but that's no good for you, as your working for a game environment, the other option which works and in gaming, is to use a second material (i.e two lamberts), and map as before, for example, 1 lambert road surface, 2nd Lambert Grass texture applied to faces near the road, apply a second UVset to that with your blend, and voila, Maya's happy and Render View is happy.

albinochicken
10-31-2003, 08:11 AM
Thanks for the info! I will check it out soon.

I was actually thinking about something earlier today too, that I think may work (just haven't had time to try yet). I was thinking that if I extract the faces that the path lies on, I could create two separate objects, then apply the two seperate shader networks to them. But I will try just the two networks first.

In fact, now that I think about it, 2 objects probably won't work because of the alpha on the edges of the path. There would end up being a seam where the polygons meet on there respective grass layers. Hmmmm.

Anywho, I'll check your way out!!! Thanks again!!!

albinochicken
10-31-2003, 10:19 PM
Thanks tons!!! It works! WOO HOO YIP YIP! Below is a screen grab of the Layered Texture shading network, in case anyone wants to see it. It is color-coded in order of the layers, from top to bottom, and the top (Path) network also has the alpha texture in the 3rd (middle) slot.

*** Layered Textures with 2 Materials ***
http://www.albinochicken.com/forumposts/finalproject/hypershade_triangle_problem.jpg


Now on to the next problem...
It seems that things render out fine if the camera is medium-to-far away. But as soon as you get too close, things get messed up wherever Maya triangluates. (Note: not a camera clipping issue)

However, there isn't a problem if you add geometry into the object (for example, split polys or subdivide)... which is adding pointless polygons. This problem also doesn't occur with a normal file texture ..... it only seems to happen with Layered Textures, when close to the object in question. It is also happenning in another scene the same way. Here are some screnes.

*** Render from Medium/Far distance is fine: ***
http://www.albinochicken.com/forumposts/finalproject/render_triangle_fine.jpg


*** Render from close up distorts the images along the triangulations: ***
http://www.albinochicken.com/forumposts/finalproject/render_triangle_error.jpg



Thanks again!!!

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