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Author Topic: About UV  (Read 354 times)

SL7359

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About UV
« on: August 01, 2022, 11:51:36 AM »
For UV, the results are different when rendered with V-RayGPU and when rendered with V-RayCPU.
Where can I find the cause of these differences?
Is it possible to match the CPU results?
« Last Edit: August 01, 2022, 11:56:46 AM by SL7359 »
OakCorp Japan
Yuji Yamauchi
3dsMax[Latest]/Geforce GTX 1080/Windows10 Pro/ V-Ray for Max[Latest]/GrowFX[Latest]

Dragan

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Re: About UV
« Reply #1 on: August 01, 2022, 12:28:17 PM »
Try to turn off the instancing engine.

iToo

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Re: About UV
« Reply #2 on: August 01, 2022, 01:09:27 PM »
That's it. For V-Ray CPU we can generate and modify UVs of instances at render time.
But this is not possible for other renderers (including V-Ray GPU), because the engine is not open for third-party plugins.
Carlos Quintero
iToo Software

SL7359

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Re: About UV
« Reply #3 on: August 01, 2022, 01:31:39 PM »
Thank you for your response. Resolved.
It is a different scene, but when I disable the instance engine, the textures are not reflected.
What could be the cause of this?
OakCorp Japan
Yuji Yamauchi
3dsMax[Latest]/Geforce GTX 1080/Windows10 Pro/ V-Ray for Max[Latest]/GrowFX[Latest]

iToo

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Re: About UV
« Reply #4 on: August 02, 2022, 09:00:18 AM »
You must apply the material to the RC object.

'Use Segment Material' has no effect when instancing engine is disabled.
Basically when instancing is off, RC generates a standard mesh, as any other Max object (which needs some material).
Carlos Quintero
iToo Software

SL7359

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Re: About UV
« Reply #5 on: August 02, 2022, 09:15:54 AM »
OK, thank you for your support.
OakCorp Japan
Yuji Yamauchi
3dsMax[Latest]/Geforce GTX 1080/Windows10 Pro/ V-Ray for Max[Latest]/GrowFX[Latest]