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Render To Texture -- Overlapping Projection
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  • Location: Berlin
  • Total Posts: 60
  • Joined: 09 October 2006 10:46 AM

Hello community,

have you mentioned that since the 2009 version Max has problems with the “render-to-texture"-feature? When you render a sphere to texture in projection mode the projected objects are also projected to the backside of the sphere, overlapping the frontside projection. In previous versions (earlier than V. 2009) this definetely did not occur.

I have prepared a file to show you the effect. Please download it under the following link:

http://www.loxogon.de/hll5656.html

Can you reproduce the bug? Do you have a workaround?

Kind regards
Arnim



Replies: 0
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This does happen in Max 2008, I just tested it.

It makes sense… the projection starts from the cage and goes into the surface of the source mesh (the sphere) until it hits all the target meshes (the text), so it’s going to bake both the “front” and the “back” text into the UVs. If you want to prevent this, simply add a copy of the sphere to the Projection list or use “Include Working Model”, then the sphere will intercept the bake rays, so the “back” text won’t be baked.



Replies: 1
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Hi Eric,

thanks for your suggestion. I’ll try this. Including the Working Model makes sence. But then you need one or two further steps to generate the alpha channel, which I usually need.

I have also found a work-around meanwhile. I have helped myself by inverting the Working Model (Flip Normals). Then the “infinite” direction points away from the model into the direction you want to bake. The Cage can be left close to zero, so that the cage does not bake to texture at all.

It would be better if Autodesk would fix it. But in Max 2010 the bug still exists - although I have sent a bug report.

Having two approaches for a workaround is a little help, so that the work can continue, if necessary.

Kind regards
Arnim

Author: Arnim Schachtschabel

Replied: 21 September 2009 09:45 PM