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I may have found a material-oriented bug… using Booleans

Home Forums Bug Reports and Feature Requests I may have found a material-oriented bug… using Booleans

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #69543
    NaxosCG
    Customer

    Hello there, i may have found some weird meterial bug, using Booleans :

    Please have a look there : https://v3d.net/rv7

    You can see a test for a swimming pool configurator (after 8-pool tables, i’m going to swimming pools ;-)
    The arrows are to enlarge the tiles zone, and you can grab the tiles to offset the placement (limited to 50cm X & Y)

    To make things doable, i’ve used booleans : i have a large plane that is booleanes / intersect with an hollowed cube, driven with morpehrs in X, -X, Y and -Y.
    It works well in USD…

    Problem is i would like to use Physical shaders to get AO, and – for no logical reason – the shader is weird : instead of my texture, i get sort of inverted Roughness as diffuse / color texture.
    When you move arrows or drag the plane, the texture si changed into a technical bleu squares with small triangles one, then back to the real one, that should look like the one around the water (grey stone)
    I’ve double checked quite everything :
    – The Physical shader is working, as if i show the plane with it, it shows ok.
    – The code is ok as if i use another shader / the same shader in USD material : it works (but the AO, of course)
    – The object is ok, juste not showing the right color
    – The object does not exists in 3dsmax, it is created using Boolean

    And another strange thing : if i deactive AO, then the booleaned object is shown differently.
    As if booleans does not work with AO, with Phisucal shader or both…

    Here you can find the project / app :
    https://e.pcloud.link/publink/show?code=XZsdJeZfK4DoC3TRg4XCd5I90KeommrOK47

    Please someone help me.

    PS : you can see that when i enter AR (iOS only for now), i swap PHY shaders into USD ones, then back PHY on exit.

    "1+1=3... for large values of 1"

    #69577

    Hi Claudio,

    If your material uses more than 1 UV this might have caused the issue. At the moment, the boolean puzzle cannot handle multiple UVs.

    Chief 3D Verger | LinkedIn | Twitter

    #69595
    NaxosCG
    Customer

    Hi Yuri,
    The boolean is made from a simple plane + UVmap (channel 1) and one hollow cubic mesh, with no shader + morpher.
    Maybe i should put the same shader on both objects ?

    Only one mUVmap channel is used, and here is the shader :

    https://e.pcloud.link/publink/show?code=XZW9zeZu0acT61tXepcjRT7FbDAOjkf8rEk

    • This reply was modified 3 months, 2 weeks ago by NaxosCG.
    • This reply was modified 3 months, 2 weeks ago by NaxosCG.
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    "1+1=3... for large values of 1"

    #69599
    NaxosCG
    Customer

    Maybe i should put the same shader on both objects ?

    Did not solved it.

    "1+1=3... for large values of 1"

    #69606

    Hi Claudio,

    Checked the similar setup and found the cause of this issue. It’s actually normal map which requires additional attributes which are not supported by the boolean puzzle. You might remove the normal map in your material to see if it helps.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #69607
    NaxosCG
    Customer

    You might remove the normal map in your material to see if it helps

    Many thanks, Alexander : it works now !
    I guess you should add a small line in the manual : “Does not work with normalMap yet” ;-)

    "1+1=3... for large values of 1"

    #69608

    Yep, doing it right now :mail:

    Soft8Soft Tech Chief
    X | FB | LinkedIn

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