shells are missing the uv tiles
daz studio 4.15.0.30, blender 3.1.0, diffeomorphic 1.6.1.0907
It seems that shells are missing the uv tiles. Below a test scene overlay-shell.duf first iray then cycles.
Comments (8)
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repo owner -
reporter It’s in the shell material.
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repo owner Fixed in last commit. The problem was more general than shells, though. Apparently both textures and materials can be tiled, and previously only texture tiling was taken into account.
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reporter That’s not possible because
is material tiles. Unless you mean for shells but there’s not any difference between normal materials and shell materials they’re the same. Apart for refractive shells that use a hack with the add shader because we don’t provide the shell geometry.#915Going to check the new commit ..
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repo owner Whatever the right name is, the two pictures above illustrate the difference. One tile of overlay.jpg in the image editor, four tiles in the face material.
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reporter Commit 6ba2aee doesn’t work fine.
It’s good with overlay-shell.duf but it’s bad with bump.duf in
. Below what I get.#915
I only tested material tiles. As for the image editor it’s a kind of mini-LIE with lots of options other than the instance tiling. So it’s beyond the scope of this issue and probably deserves its own discussion if we want to fully implement it.
edit. note. important. I mean the image editor deserves its own group same as the LIE. I’d avoid to mix it with the material groups.
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repo owner OK, it should work now. I was looking at the wrong part of the code. The mapping node is generated right after the texture coordinate node, but forgot to do that for shells where the texture coordinate is the insocket.
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reporter - changed status to resolved
Commit c628d8b works great thank you Thomas for the fast fix as always.
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Sorry, but I cannot find the tiles. The result is obviously different from iray, but when I open the image in the image editor, the horizontal and vertical tiles = 1. Or does the tiling depend on the image size?