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tiling issue and LookAt constraine

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  • #87406
    3dma
    Customer

    Hi guys
    I’ve encountered the following issues, may some one have advice:

    1.
    Turn off the tiling checkboxes in 3ds Max,
    then animate the offset so that the texture wraps around the geometry and fades out
    – it works in Max, but in Verge, the textures aren’t visible at all
    video
    Link Video

    scene Link

    2. I constantly run into problems with Lookat Constraint -I’ve already stopped using the “Keep Position” checkbox. I understand it didn’t work correctly before, but everything is fine in Max. However, when I export, some objects work fine while others fly off to the side or shift slightly.
    Which settings should I avoid?
    Link Video

    scene Link

    • This topic was modified 1 week, 5 days ago by 3dma.
    #87408
    gf3d
    Customer

    Hi there,

    1. in Max you should leave on the tiling checkbox otherwise verge doesn´t work correctly

    do the fade out with an opacity map.

    2. put the lookat constaint as a second one in a position list and and use the bezier position as first one

    i encountered the same kind of issues but with that solution it all worked fine

    Greets

    Ger

    #87411

    1. It’s works for me with tiling and no tiling mode for texture with my own texture, may be something wrong with the texture you use. Can you share the texture?

    2. Try to avoid using symmetry modifier, better to work with individual objects. Otherwise it may give unexpected results.

    Co-founder and lead graphics specialist at Soft8Soft.

    #87413
    3dma
    Customer

    Thanks for your help, guys!

    1. in Max you should leave on the tiling checkbox otherwise verge doesn´t work correctly
    do the fade out with an opacity map.

    2. put the lookat constaint as a second one in a position list and and use the bezier position as first one
    i encountered the same kind of issues but with that solution it all worked fine

    1. The idea is not to cut out the texture, but to make it fly away naturally, like smoke from a pipe – I’m not sure how to do that using an opacity channel

    2. You mean changes like this?:

    Should this apply to all parent and child objects, or only to objects with the lookat constr ? Because the second option didn’t make any difference for me :(

    1. It’s works for me with tiling and no tiling mode for texture with my own texture, may be something wrong with the texture you use. Can you share the texture?
    2. Try to avoid using symmetry modifier, better to work with individual objects. Otherwise it may give unexpected results.

    1. Here is the texture https://drive.google.com/open?id=1hPC5Sap5rhb2lSHDupq6bp952ZGkLCW_&usp=drive_fs

    2. same problem appear with individual object too -difrences between correct work in 3dmax and inside verge
    for example video

    scene

    • This reply was modified 1 week, 5 days ago by 3dma.
    #87415
    gf3d
    Customer

    Hi there again,

    for the smoke you might also try the noise texture…..this works fine for smoke or similar
    textures….i´´ve used that more often before and verge works well with that….

    You can use the same settings for the opacity channel ….just change the cilours to black and white…….

    You can nicely animate the noise texture……

    for the look at constraint…it is a bit tricky…its very important that zhe pivot point etc is mote than correctly placed…..

    have a look at my factory project…there is quite a lot of lookat constraints used there

    Greets

    Ger

    http://www.gf3d.de/Factory/Factory.html

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