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Stretch UVs with parametric models ?

Home Forums Graphics / 3ds Max Stretch UVs with parametric models ?

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  • #56902
    NaxosCG
    Customer

    Hello there,

    I’m now getting some interest for parametric models, as i saw some tutos / videos. Specially from @Cyfox.

    (https://www.youtube.com/watch?v=Qt9EwPdN8Pg)
    (https://www.youtube.com/watch?v=5TbRgUcjwa4)

    And i’m surprised that in the videos, the mesh objects are moving “into” the UVmap texture, not stretching.
    The parametric models demo app i get in my app manager does not act like that, the texture is stretched as UVs are fixed when we change size or holes placement.

    Can someone help me with this ? Does CyFox can explain how he did the great job on his wooden tables configurator ?

    Here is a test i did with the demo parametric models : just added some rounded normalmap so we can see better the stretch.

    Thanks.

    PS : as CyFow is a genious coder, maybe he wrote some special stuff to make it work, and so maybe he could sell it, dunno, like some UV-oriented puzzles ?

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

    #56905
    kdv
    Participant

    And i’m surprised that in the videos, the mesh objects are moving “into” the UVmap texture, not stretching.

    And who said you that textures are set by UV?

    But it’s possible if really needed
    https://www.soft8soft.com/topic/3d-configurator-model-to-ar/page/3/#post-56522

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #56907
    NaxosCG
    Customer

    I’m a 3dsmax user (sorry for that ;-)

    Still, if i put some wood texture on the parametric object, the wood stretches in verge3D applet.

    Maybe Blender can export some object-driven texture coordinates, but i’m affraid that 3dsmax only exports UVs…

    I’ve tested using some UVmap modifyer with Cube UVmap, but when exported, UVs are collapsed onto the mesh definition, and so, stretch when morph is used.

    So, maybe, the great dev team should add some Verge3D option in the poly mesh, with “fixed UVs on / off”, for having textures that “follow” the mesh when it is morphed, or not follow, and the mesh is “travelling into” the UVs…

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

    #56908
    kdv
    Participant

    Examine demo file more attentively. The texture coordinate must be an object, not UV. UV gets stretched as you’ve already noticed…

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #56909
    NaxosCG
    Customer

    The example you show is very interesting, but :
    – export not from verge3D app : mmm, i could manage that, i guess.
    – it will not work with the hole that moves, as it is not some size change, will it ?

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

    #56910
    NaxosCG
    Customer

    Examine demo file more attentively. The texture coordinates must be an object, not UV. UV gets stretched as you’ve already noticed…

    Ok, i understand the idea, but i don’t know how to do that with 3dsmax…

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

    #56911
    kdv
    Participant

    Just download this demo in the App Manager and open the source file.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #56912
    NaxosCG
    Customer

    Just download this demo in the App Manager and open the source file.

    You mean the .max file, cause i already did opened it, and i don’t find any “object” texture coordinates in it.

    Not in the objects list, not in the modifyer list, and not in the shader (the AO is the bitmap that is set from demo files)

    Sorry to be so “noob” again. (I’m not noob for 3dsmax though).

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

    #56915
    NaxosCG
    Customer

    maybe i have to look elsewhere than in max file ?

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

    #56917
    kdv
    Participant

    Nope, all you need is in the max file. Try to export the unchanged original to see if morphing doesn’t stratch textures…

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #56918
    NaxosCG
    Customer

    Nope, all you need is in the max file. Try to export the unchanged original to see if morphing doesn’t stratch textures…

    It stretches…
    I can see that with the AO map, as there is no normal/bump map in the demo file.
    My verge3D version is 4.1.1, is that an issue ?

    Also, i’ve removed the full parametric models app, then reloaded a fresh new one.

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

    #56921
    NaxosCG
    Customer

    In the video, the AO stretches too, but the normal map does not.
    We can see in the inside part, when the holes are going down.
    And the shelves test does not have any wood on it.

    So i thought that Blender allow object-space texture mapping, and 3dsmax does’nt.

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

    #56927
    kdv
    Participant

    Well, I’m not sure that this demo was created in 3DSMax…

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #56928
    NaxosCG
    Customer

    Well, I’a not sure that this demo was created in 3DSMax…

    That’s my point : i’m affraid that this particular feature is only available in blender.
    Point is, i can manage morphers and shaders in 3dsmax, not in blender…

    If you or anyone else have any idea…

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

    #59444
    madeinply
    Participant

    I have the same issue.

    I found this in the bitmap – Planar from world XYZ but I can only get it to work on a horizontal surface not vertical.

    The other way could be to use a Morpher material, so as it morphs the texture changes but this seems to crash verge so I am assuming it is not supported

    Its very annoying as i too want to use 3ds max not blender.

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