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SOLVED: Sphere Map Seam Help
Topic Started: Sep 12 2012, 05:36 AM (298 Views)
mardyart
Advanced Member
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I have created the model of the moon in 3ds max. I applied a texture and bump in max. Both perfectly seamless. However when The model and textures are loaded into ultimate3d there is a noticable gap between the texture seam.

I have loaded the textures through the control object. The moon object is using LoadMesh( ); AddInverseTangentSpaceMatrices( ); In the create event and ApplyParallaxAndBumpMapping(GetMaterialIndex("01 - Default"), 5, 0, light_point) in the step event.

The mapping looks pretty impressive apart from that distorted gap in the back.

Any help would be greatly appreciated, thank you for your time.
There are 10 kinds of people in the world: Those who understand binary and those who don't.
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Dr. Best
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Try using SmoothNormals() before or after enabling parallax and bump mapping.

BTW ApplyParallaxAndBumpMapping() should not be invoked in every step. It is inefficient.
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mardyart
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Thanks for your reply. I placed the parallax script in the create event and tried adding SmoothNormals() both before and after, but still no change. Do you have any other suggestions? Thank you again for your time.
There are 10 kinds of people in the world: Those who understand binary and those who don't.
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Dr. Best
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Ok, then that's something I added after the U3D 2.1 relase.

This leaves you with the only option of doing it using the mesh manipulation functions, but that's slightly complicated.
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mardyart
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I'm using SDK 2.1.3, does that help any? Could it be anything to do with the size shape or resolution if the texture images?
There are 10 kinds of people in the world: Those who understand binary and those who don't.
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alexmach1
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do you have screenshots of the problem? i think I know what's happening.

also, when calling ApplyParallaxAndBumpMapping, i suggest using a bump value of less than 0.005
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mardyart
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Hi, thanks for your reply. I have attached a screenshot of the problem.

When you say bump value, do you mean the value you assign the texture when loading by calling LoadHeightMap() or the value when calling ApplyParallaxAndBumpMapping()? Thanks!
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Attachments: MoonExample.jpg (61.96 KB)
Edited by mardyart, Sep 13 2012, 03:22 AM.
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alexmach1
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when using LoadHeightMap, i find any number between 1 and 10 a good number for the height factor. for ApplyParallaxAndBumpMapping, a factor of between 0.001 and 0.25 yield decent results. if neither of the above methods (by either me or Dr. best) work, I suggest using a bumpmap shader (2 of which are used by the dragon statues in the tech demo). what commonly happens with me is when using a RGB bump map with ApplyParallaxAndBumpMapping the texture often deforms or stretches around the model(which is what i suspect is happening here).
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mardyart
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Excellent. Thank you very much for your answers. I'll try all your suggestions and get back to you soon.
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mardyart
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I think I've solved this problem. When I created the original model in 3ds max I applied the diffuse map. But I also applied the bump map too. When the model was exported I preserved max's tex coords. When I loaded the model into U3d, 95% of the sphere is skinned with the diffuse map and the other 5%(squashed between the seams) with the bump map.

I've exported other models without the bump map and they are seamless diffuse maps in U3d.

Hope this can help someone else.
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