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Author Topic: uvmap problem with railclone color  (Read 806 times)

jbaptiste

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uvmap problem with railclone color
« on: February 07, 2020, 06:04:07 PM »
Good evening,
Im struggling to find out how to tile correctly the bitmaps used in the railclone color map.
I cannot find where i can tell my bmp to be mapped 1/1 on its relative tile.
any idea why?

screenshot in exemple.

ty


Rokas

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Re: uvmap problem with railclone color
« Reply #1 on: February 07, 2020, 07:20:59 PM »
Hard to understand Your setup from this screenshot. Would You please attach a simplified maxfile with Your textures?
Rokas

jbaptiste

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Re: uvmap problem with railclone color
« Reply #2 on: February 08, 2020, 12:55:23 PM »
hello,
thank you for your quick reply. here is the file & textures

i would like the bitmaps to be applied correctly to the randoms tiles ->

https://we.tl/t-HlUeur2AmF
« Last Edit: February 08, 2020, 12:59:25 PM by jbaptiste »

Rokas

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Re: uvmap problem with railclone color
« Reply #3 on: February 08, 2020, 06:42:23 PM »
Thanks for scene file.

First, as You are using Corona, please disable Instancing engine. This is needed for some features to work with Corona renderer.
Please refer to ForestPack and RailClone documentation to learn more which features are supported/partially supported.

General tip:
You very rarely need to add additional modifier on RailClone object.
Remove Your UVW mapping Add modifier:


In this case it is best to add UVW mapping on Your segment ant tell RailClone to use it.



I have also disabled capping segments, as that messes UVs of capped segments:


And for more variations, lets add mirror and stepped rotations macros:


Attached file for Your deeper investigation. If You have any questions, let us know.

P.S.
We have a video tutorial covering all the information needed. I hope You can find it relevant.
Rokas

jbaptiste

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Re: uvmap problem with railclone color
« Reply #4 on: February 09, 2020, 10:05:24 AM »
Perfect! again! thank you very much!
:)