timur.omelchak Posted February 3, 2011 Share Posted February 3, 2011 Some times meshes din't exports propertly, appears strange artefacts after adding a material as seen on attachment. In 3d max with same texture or checker pattern it looks perfectly. What can it be? relef2_ground_17.rar Link to comment
binstream Posted February 3, 2011 Share Posted February 3, 2011 Can you send us the source .max file? Link to comment
timur.omelchak Posted February 3, 2011 Author Share Posted February 3, 2011 Here it. road.rar Link to comment
ulf.schroeter Posted February 3, 2011 Share Posted February 3, 2011 Some times meshes din't exports propertly, appears strange artefacts after adding a material as seen on attachment. In 3d max with same texture or checker pattern it looks perfectly. What can it be? Just a guess: Problem might be caused by UNIGINE half-precision-only texture coord storage format for rendering (mesh file stores tex coords with float-precision). This leads to numerical precision issues during rendering when assigned texture coord values take too large values exceeding half-precision-range. This easily happens when assigning smaller tiling textures to large/long areas (e.g. 10m road segment texture to a 20km long road mesh with linear increasing u-tex coord 0-2000) Therefore might be a variation of this problem Link to comment
timur.omelchak Posted February 3, 2011 Author Share Posted February 3, 2011 So...is there any decision for this? Link to comment
ulf.schroeter Posted February 3, 2011 Share Posted February 3, 2011 So...is there any decision for this? Well, first of all it's a guess for the problem cause. Maybe you can check u/v texture coordinate value range for an area with artifacts in 3Dmax to verify this half-precision hypthesis. Link to comment
serega Posted February 4, 2011 Share Posted February 4, 2011 Timur, can you attach textures too? Link to comment
timur.omelchak Posted February 5, 2011 Author Share Posted February 5, 2011 See atachment. Grass_roads.rar Link to comment
serega Posted February 7, 2011 Share Posted February 7, 2011 So...is there any decision for this? The optimal decisions for this problem are: 1) Use Terrain Editor http://docs.unigine.net/principles/objects/terrain/terrain_editor and http://docs.unigine.net/tutorials/terrain/#edit_terrain or if you want to use 3d max: 2) divide the object into several surfaces 3) move the object in the center coordinates Link to comment
steve3d Posted July 12, 2011 Share Posted July 12, 2011 I've been fighting with this a whole year, there is a simple solution, in uv editor, You can't just make the uv island everywhere you want, for example, a big object, large surface, and you placed some uv samples at (1000,2000), then after you export, this must happen, if you can make the uv placed in (-200, -200) to (200, 200), or even smaller, this will not happen in most cases. This is because unigine texutre coordinate precision is half. I don't know why uv in that range won't have this problem. Link to comment
danni.coy Posted July 12, 2011 Share Posted July 12, 2011 I had no idea Max did this I thought by convention uvs mapped between zero and one or as closed to as possible. Link to comment
steve3d Posted July 12, 2011 Share Posted July 12, 2011 and also, you need to move object's center to it's own geometry center(bounding box center) as serga told you. this will also reduce the mesh triangle flicker. Link to comment
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