Guest shane.ploenges Posted July 11, 2011 Share Posted July 11, 2011 Hi all, i currently have a problem where after being export as a node from 3ds max, and then bought in to the editor - the texture is stretched in some places, and does not look correct. (please see attached image) this happens on many objects , but not all.. however i can find no common reason why this would happen. In this particular case this is a mesh terrain exported as a node from 3ds max 9, then a Terrain_mesh Base material applied in Unigine. I would prefer to use the Unigine terrain instead of a mesh so that i get the benefits of world clutter and Terrain tesselation, however i found that creating a terrain using the terrain_x86 command line tool from my max mesh it is very hard to get the scaling correct to match my other scene elements, so i gave up unfortunately and decided to use a mesh terrain instead. Any help on both issues would be very appreciated. Thanks in advance. Link to comment
danni.coy Posted July 11, 2011 Share Posted July 11, 2011 Hi all, i currently have a problem where after being export as a node from 3ds max, and then bought in to the editor - the texture is stretched in some places, and does not look correct. (please see attached image) this happens on many objects , but not all.. however i can find no common reason why this would happen. In this particular case this is a mesh terrain exported as a node from 3ds max 9, then a Terrain_mesh Base material applied in Unigine. I would prefer to use the Unigine terrain instead of a mesh so that i get the benefits of world clutter and Terrain tesselation, however i found that creating a terrain using the terrain_x86 command line tool from my max mesh it is very hard to get the scaling correct to match my other scene elements, so i gave up unfortunately and decided to use a mesh terrain instead. Any help on both issues would be very appreciated. Thanks in advance. We managed to trace this issue to unigine supporting only half floats on the z axis for meshes. As a work around we have been bringing in the problem meshes as dynamic meshes. Hope that helps. Link to comment
ulf.schroeter Posted July 11, 2011 Share Posted July 11, 2011 Same problem as this post Link to comment
Guest shane.ploenges Posted July 11, 2011 Share Posted July 11, 2011 Thanks For the help - i did search the forums with the terrible search function , but unsurprisingly found nothing.. this clears it up, cheers. Link to comment
steve3d Posted July 12, 2011 Share Posted July 12, 2011 I have solutin's for that problem, but if you are using unigine's terrian and have this problem, then I don't know why, but if you are using a mesh as terrain, this must be your uv problem. double check in your 3d modeling app. Link to comment
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