AWS Thinkbox Discussion Forums

Having a problem with custom geometry and mapping

Hi!

I’m having a problem, when i use custom geometry and i use a mapping in the original object, it seems it don’t respect the uv mapping from the original object.

See attached pictures.


Help please.

Cheers.

I’ve noticed that this happens with a prt loader i’m using, when i use custom geometry the texture does not appear, if i use another particle source for Frost, then there is mapping, and the texture appears.

Some ideas on how to fix this?

I’m about to launch a render with this prt, and i’ve just noticed that my textures are not working :stuck_out_tongue:

Cheers.

Currently, if the base particle system being meshed has a mapping channel, that mapping will be applied to each custom geometry object.

For example, if you create a Geosphere (which has mapping channel 1) and use a Box primitive as Custom Geometry (which also has channel 1), if you assign a Material with a Checker map to the Frost and the Geosphere, you will get boxes colored according to the mapping vertex where the box is placed, NOT checkered boxes. So the boxes will show the color of the underlying Geosphere instead.
To make them checkered, you have to use a different mapping channel - for example, add an UVW Map to the Box, set to Box mode and to channel 2. Change the checker to Channel 2 and you will get checkered boxes!


The opposite is true for the built-in shapes (otherwise facing particles would be tricky to make) - if you select Box, Plane, Sprite etc, the channel 1 of the primitive shape will be used instead of the channel of the underlying distribution particles!

So in your setup (you changed your post while I was answering), make sure the mapping channel on your particles does not collide with the mapping channel on your shapes. Frost will propagate the particle channel to the shapes and kill their UVs, but you can always use a KCM to copy the particles’ mapping to a different channel between 2 and 99 to avoid that and keep the channel 1 for the shape mapping…

Btw, if the PRT Loader’s PRT stream does NOT contain any TextureCoord or Mapping* channels, then the UVs of the custom shape should come over regardless of whether you are using channel 1 or 2 or 99. (I just tested).
Check your PRT Loader using Particle Data Viewer to see if it has any mapping in the stream.

Ok, the channel 2 trick did solve the problem :slight_smile:

Cheers and thanks!

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