Using this sample scene from an earlier beta, none of the textures are rendering. Not sure if something has changed, but looks like a bug.
Cheers
Tim
Texturing_BETA5.c4d.zip (94.3 KB)
Using this sample scene from an earlier beta, none of the textures are rendering. Not sure if something has changed, but looks like a bug.
Cheers
Tim
Texturing_BETA5.c4d.zip (94.3 KB)
Strangely enough, it works for me.
I opened the scene you uploaded and it rendered as expected.
There were error messages about the Box trying to use UVW Mapping and not finding the TextureCoord channel we map UVs to, but it defaulted to Position instead and I got the C4D logo on the front of the box.
I was missing the texture on the sphere, once I added one, it camera mapped correctly.
The Torus looked ok in both the viewport and in the rendering.
I guess the difference is you are running Mac OSX… Will ask the developers to look into it since they do have a Mac and I don’t.
Can I ask you (and everyone else reading this) to add your OS, Cinema 4D version (R14/R15?) to your signature so we always know the configuration when looking at a bug?
Sig update.
Hi. We’ve tested texture mapping on Mac OSX 10.8.4 on C4D R15.057 RC89143 and R14.042 RC76788 and haven’t been able to reproduce the bug. However, we did just recently fix a bug relating to textures not loading in the renderer in some circumstances which I’m suspecting is causing this. I’ve attached the latest internal build. Can you test this and see if it works?
Hi
Thanks, the texture mapping is working with the build you posted.
However I noticed another problem which looks like the texture is cached in the project file and it doesn’t get removed when the texture is removed. Here’s what I did.
Opened the Texturing_BETA5.c4d file
Rendered to check the bug was fixed.
Render looked correct (as above).
Deleted the Torus & Sphere and the corresponding PRT Volume objects and their materials.
In the object manager, I duplicated the cube and the PRT Volume.
Changed the link in the PRT Volume to the new cube.1.
In the existing material, I loaded the checkerColor.tif into the color channel.
Duplicated the material and loaded the checker shader into the colour channel.
Added the new material onto the cube.1
So now we have two cubes, one with a material using a bitmap, one using a material with a shader.
Next I selected both of the texture tags and reset the parameters to default (right click - reset to default), then set the projection to cubic.
This is the result.
Render in the editor viewport
As you can see Krakatoa seems to be hanging onto the previous bitmap, this bitmap does not exist in the scene at all! If you go to finder and remove the cinema-4d_logo.tif from the Tex folder and render then the result is white. It still doesn’t render the checker pattern?
So I’m not sure what is going on but it is definitely worth investigating. I recorded a screen capture showing the process so hopefully if you watch that it will make sense.
Thanks
Tim
p.s. on a side note, will krakatoa only render bitmaps in materials and not shaders? I was attempting to render the checker shader when I discovered this issue, so I didn’t find the answer to my problem.
Here are the files and screen capture.
texturing.zip (570 KB)
I’ve looked at the scene file and it looks like the material on the cube has a texture loaded in the color shader settings (even though in the Basic settings it shows that shader as disabled). We’re going to need to fix that and disable the color mapping for this case.
EDIT: Also we will be fixing texture mapping so that it supports procedural shaders properly, not just bitmap images. It should be ready in the next build.
Ah my apologies, I didn’t notice that there was a bitmap in the disabled colour channel! I didn’t build the scene it was downloaded from the forum, so well spotted.
Be great to work with shaders too, looking forward to it.
Thanks
Tim