LFX Posted August 27, 2010 Share Posted August 27, 2010 Hello there! I have exported UVs and a texture created with ptex in 3D Coat.(Ptx export is currently not working for me.) Now when I render the model from a distance I get seams. From my experience this is a bleeding which occurs through the dense UVs, when mipmaps are created. Because I can not change the UVs, my question is how I can disable mipmap creation. Or is this a very bad idea? Quote Link to comment Share on other sites More sharing options...
LFX Posted August 27, 2010 Author Share Posted August 27, 2010 Forgot the nice pictures I've taken lately. Quote Link to comment Share on other sites More sharing options...
crunch Posted August 27, 2010 Share Posted August 27, 2010 Hello there! I have exported UVs and a texture created with ptex in 3D Coat.(Ptx export is currently not working for me.) Now when I render the model from a distance I get seams. From my experience this is a bleeding which occurs through the dense UVs, when mipmaps are created. Because I can not change the UVs, my question is how I can disable mipmap creation. Or is this a very bad idea? ptex stores an individual texture map for every polygon in the model, so I don't believe that bleeding issues should occur. Is it possible that the texture is *not* a ptex file? What do you get if you try to run "mplay" on the texture -- you should only get the texture for the first polygon (not the whole texture). Also, what do you get if you run "iinfo foo.ptx"? Disabling ptex mip maps is a bad idea. Quote Link to comment Share on other sites More sharing options...
LFX Posted August 27, 2010 Author Share Posted August 27, 2010 Sry, if I didn't make that clear, but it's not a .ptx, but texture + UVs in ptex 'style' - as you can see on the second image. Quote Link to comment Share on other sites More sharing options...
LFX Posted August 30, 2010 Author Share Posted August 30, 2010 (edited) Don't bother anymore. Ptx export in 3D-Coat is working, for now. Edit: For the record: Playing around with VOPs I found a solution. Just use ColorMap instead of Texture and you get rid of the seams. That is very likely because of no filtering is going on at render-time. Edited September 2, 2010 by LFX Quote Link to comment Share on other sites More sharing options...
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