Texture issue with Encage plugin


#12

If you use the loop SDS method in Encage I think everything is converted to triangles anyway.

If GI is involved in a render (and perhaps even just normal RT) Camera will triangulate every quad and ngon in all models at render-time. Ray-tracing - especially GI - does not ‘like’ anything but Triangles.

Best,
Ian


#13

Hi Edgard, poor little PC user didn’t have O2F, but I notice fbx do the job nice and flawlessly. :slight_smile:


#14

Poor little PC users instead have Polytrans ;);):wink:

Ian


#15

opps! you caught me on this Ian! :slight_smile:
but poor little pc user is not rich either, and he notice the free Blender :cool: fbx export is able to do the job very well, so he totally forgot about Polytrans.


#16

Does it supports projection Maps or you have to use UV for exporting as FBX,i tried with C4D pass this thru Transporter and it is not able to do it, so any suggetions ?

+Thanks, i mean FBX is commonly used but at the same time i havent been using it for quite a while so what can be included if i export an FBX and what is the best method to get it into EI,can i do it thru Transporter or i need to buy OBJ2FACT?


#17

FBX can be loaded directly into EIAS.

Regards
Stefan


#18

Thanks everyone for all of your helpful suggestions.
Tomas, I zipped up my project and put it on my server.
Feel free to take a look at it any time.

http://www.silverbullet3d.com/misc/dummy_proj.zip

In the meantime I feel pretty much dazzled by all of this.
I do not own OBJ2FACT, however I do have FormZ.
Unfortunately the latter doesn’t export to FBX…

As you can see in earlier attached jpegs, this head model doesn’t seem
to have any triangled polys, that’s what bothers me the most.

Still working with EIAS 6.6.2 on a Mac osX 10.4.11
(Planning on upgrading to v7 today, taking advantage of Phil’s May Special discount)

Cheers, Bert


#19

I read the manual but it only says that the Motion Builder doesnt export geometry when exported to solve this you must do a save as command. But i dont have these option in C4D. Have you have any experienced bringing models without using OBJ2FACT from C4D?
C4D only exports FBX,so what will be a possible solution is to save it as an object .OBJ open it in Blender and save as FBX ? i am guessing here.That is kind of a headache.


#20

Hi Edgard,

the reason I use blender, because I want UV tools, and silo doesn’t support “multiple UV space”, so Blender is amazing free software to cover that part.

the reason I use FBX, because transporter doesn’t convert obj file nicely, combine with Encage is a nightmare, worst comes to worst there is no PC version of O2F. since EI can open FBX, and Blender can export it, and the UV model bring into EI work flawlessly with Encage, so Blender and FBX are like dream team to me.

Don’t get confuse with my workflow, since C4D can do UV map, and it do export FBX, you can skip blender actually. If you don’t want to use FBX, maybe O2F is the answer for you, but I don’t own C4D and O2F, I’ll let other people to handle that.

Are you having troble when EI open FBX export from C4D?
are the UV retain? or the model render weird when sub-d with encage? please let me know. :slight_smile:


#21

Ola,

My friends:
“1) “smooth radius” is advanced option - there is no any necessary to use it.
set it to 0 (inactive)
2) “auto” - looks model - more quads - use Catmull-Clark, more triangles - use Loop scheme
a little secret: “auto” checks if triangulated model is still “quad”
for example:
deform/displacement triangulates model before it’s passed to Encage, but plug checks each 2 triangle = 1 quad and rebuilds input geom.
Catmull will work bad at “seams” where tri/quads are mixed.

summary:
set “radius = 0”, set method to Loop.”

Thanksss

Tomas


#22

Guys, you won’t believe this :
I just upgraded to EIAS 7.01 (from 6.6.2) and guess what ?

I open up the exact same project file from disk, and
my whole texture/tesselation problem disappeared !

Both the head’s mesh and texture map look fine. Caramba!!!
Question remains : what went wrong in v6.6 that apparently is
being optimized in v7 ?

Anyways, I’m glad it works for me now.
Thanks for all your swift suggestions.

Regards, Bert.


#23

Hi Yhloon, well i am using the demo until my upgrade arrives on Monday.
But i do have difficulties to get EI read anything that comes out of C4D from Sub-D to FBX

Say i try to render these Jepp in C4D it will take to render seconds compare with the amount of time i have to wait when rendered in EI. Well that is due becuase of the milions of poly the model is read in EI bringing stuff named as tooManypolysa kind of naming.
I have try in C4D to get another type of Sub-D calculation Catmull-Clark for example , with sub-d of 1 but it just creates too much polys.
I like how Cinema handles asubdiviassion saurfaces, as i did these truck starting with a cube. It lacks of the Nurbs power but that can be solved with EIM.

I havent try to pass the model(truck) thru EIM probably it might help.But the polys created are too much for EI to take adavntage of. In EI orbit around the model means nightmare.
So if any of you guys can help on this will be much appreciated.


#24

I’m not sure how C4D Sub-D works, but I would suggest try something simple first, for instance, create a simple cube, sub-d once in C4d, than save in obj or fbx, than bring into EI…

I suggest we better not hijack this thread any more, since Bert have solve his problem, maybe we can start a new thread…


#25

Ok I will ask than on EI website.
Related to encage i was wondering how powerful this plug ins was compared to another like Hypernurbs on C4D, Sometimes when you export DXF files for another applicastion they ten to look like in Flat Shaded Mode even if you DICE the geometry ,this plug can be useful for this cases or i might be wrong.


#26

Dicing geometry won’t fix the ‘flat shade’ problem, using SubD is the only way to get around it, Encage is really very good at this.

There were dozens of bugs fixed with EI7 and 701 (and even more with 702) one of them may well have fixed the texturing problem. I know that Plugin UVs were worked on, and I also know that Camera’s triangulation was worked on; either one of these could have fixed it.

Ian


#27

I imported/re-exported the malehead model in FormZ to tidy it up. This model worked fine - no distortions in the texture when it was used with Encage.

FormZ had a bit of bother importing it, I had to export a parked model from EIAS before it would swallow it. So I would suggest that the problem is a crappy mesh.

Cheers
DaveW


#28

Hi all, im to doing probes but i dont know that i am doing bad…
i post the pic…

that i am doing bad ?

I probe diferents views, the button in uv normaliza check on/off, but the uv is all right, but the texture have gaps with the uvs…

thk

cheers


#29

try this setting.


#30

Thk yhloon, :wink: now is all ok.

This form we have uv´s inside animator… !:beer:

bye


#31

What tomas said should fix it.

Or, if you can directly paint the texture on the res model, then subdivide.