#Texture map no rendering
9 messages in this thread
Help!
I am trying to render a scene using a flic (FLC) as a texture map, and it is
not rendering. Please respond soon as I am trying to meet a deadline this
weekend. Here's what is happening:
I created a flic using Animator Pro – I used the POCO program STARFIELD to
generate an 80 frame flic of stars at 640×480 resolution. I am now trying to
use a material called STARFIELD using the flic as Texture Map #1 at 100%.
However, it refuses to render. I added a moving logo to this anmation and in
this version of the material the logo renders but the stars do not. Is this
happening because the stars are too small? They appear to be one pixel in
dimension. I tried changing the texture map settings to use Summed Area
instead of Pyramidal filtering but that does not seem to work either.
Please Help!
Anil Gupte
Anil:
I only have the R3 docs in front of me at the moment but there was a tutorial
called "Creating a Starfield – The IXP Process" on page N7-14. In general you
want to use Video Post and place the starfield animation as the first entry and
your logo as a subsequent entry. The tutorial describes the IXP which would
generate the starfield but you could substitute your anipro starfield flic in
the first slot and the results should be the same.
– Bob Ritger
I don't know a whole lot about Video Post but I don't think I can use it – you
see I am applying this map to a surface as a texture and other things are
visible. Tell me I am wrong, and I'll thank you muchos.
Adios,
Anil
Anil:
The Video Post solution would let you use the Stars.ixp to generate your
starfield rather than create a flic in anipro. However, if you want to map the
flic to a mesh this can be done also. Create a material with the texture map =
to the flic name. Make it 100% self-illuminating and make sure you size the
planar mapping icon to the right size when you apply the material and mapping
coordinates.
– Bob Ritger
Anil,
Why don't you use the starfield as a background instead? This will eliminate
any mapping problems.
I also recommend that you try creating the starfield at 320×200. This will give
you bigger stars (4 pixels in size) in the final 640×480 animation. It will
also tell you if the starfield is mapping at all, or if the stars are just too
tiny.
Michele
Michele,
as Daniel suggested, I am mapping it to a planar surface which is one of many
in the view. I am going to try your suggestion of using a lower res flic, but
now I have to go back to where I can beg to use Animator Pro since the new and
improved (!) Animator Studio can not do POCO. It's all LOCO as far as I am
concerned. Cheerio!
Hey, are you still down under? Hope it's going well for you!
Anil Gupte
Not only will Michele's suggestion of rendering the flc at 320 x 200
make the stars bigger (but a little coarser), it'll also keep the memory
situation managable. It sounds like using it as a background is the best
solution. If that won't work, and the flc has to be mapped onto a planar
surface for some reason, you might experience some frustration. If the stars
are against a black field, and the map is way out of scale when you first map
it, you would see nothing but blackness when you rendered it. You're rendering
"between stars". I'd try scaling the mapping icon way down, and rendering
until you see something, and then you can adjust the map with the icon and the
mapping parameters.
Thanx for the suggestion – I will try Michele's suggestion. I just did not
want to go back to the guy who has Anipro (I now have Animator Studio
(unfortunately)). I am mapping it onto a planar surface and I used region fit
(perhaps I should have tried Bitmap fit now that I think about it). BTW I also
tried scaling the map using the U and V scales in the mapping settings.
Well, it's off to meet my deadline (and I used to meet people b4 I got into
3DS).
Thanx again.
Anil
>> I created a flic using Animator Pro – I used the POCO program STARFIELD to
generate an 80 frame flic of stars at 640×480 resolution. I am now trying to
use a material called STARFIELD using the flic as Texture Map #1 at 100%.
However, it refuses to render. I added a moving logo to this anmation and in
this version of the material the logo renders but the stars do not. Is this
happening because the stars are too small? They appear to be one pixel in
dimension. I tried changing the texture map settings to use Summed Area
instead of Pyramidal filtering but that does not seem to work either. <<
hi Anil. let's start simple… go into AniPro and set the resolution to
320×200. set ink color to white, use SPRAY tool with OPAQUE inks and spray some
stars on the screen. use the BOX tool and make a box in the center of the
screen which is has length and height of half the screen dimensions… so it is
easily visible. save the single frame as a GIF file, and use it to create your
initial STARFIELD materials in 3DS.
make sure your material settings are correct, some diffuse and spectral and
ambient lighting, maybe some shininess, make sure a light source shines on the
planar object so that regardles sof texture map, light does some reflecting…
etc.
if this works… on to next step… use the POCO routine to create (at 320×200)
about 50 frames. the larger pixels will hopefully be seen when this fli is used
for the texture material. if you see the stars at this resolution, chances are
that the pixels were too small to be seen at 640×480 in your original. i've
used STARFIEL doezens of times to do this… works great. we'll get this right.
let us know what happens at lower resolutions first.
-dave