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Problem with meshes


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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

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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.

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  • 5 months later...

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.

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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.

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