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Full Version: 15.0j render issue with cookie cut
Hash, Inc. Forums > Forum Archives > A:M Forums Archive > (2010)
pixelplucker
I noticed that the cookie cut maps don't render as transparent as the previous version. You can see the difference on one of my posts located here:
http://www.hash.com/forums/index.php?showtopic=37444

The backrest first render was in the previous version, the image below on the product sheets final renders where done in 15.0j.
The video card displays the cookie cut maps perfectly but when rendered the lose the edges as if the alpha is over sampled.
robcat2075
I got out my old Cookie-cut tester and got this odd result. The top is "Final", the bottom is "Multipass".

Click to view attachment

Click to view attachment

It still has the problem of not knowing what to do when a patch is only partially overlapped by the decal, but that's another issue.



In your PRJ you have "webtexture" applied as both a cookie and a color map? A cookie-cutter map is a color and transparency map in one, the use of it as a color shouldn't be necessary.

If I delete the color map it doesn't look any different, for better or worse.

The top are Final renders, the right side is with the color map removed...

Click to view attachment



When I render your PRJ in 15i I dont' immediately see any difference, the "Final" version still looks messy sad.gif .

Click to view attachment

Click to view attachment

?
jason1025
Could you report this issue Robert
pixelplucker
I'll removed the color map.

I'm wondering if the difference is because a cookie cut is essentially on or off and when it is multi passed rendered if AM is anti-aliasing the alpha converting it to multiplied vs straight?
In other words if you convert a simple 1 bit image and up sample it in grayscale the edges would soften.

I also noticed that when repeating an image across multiple patches, the image scale and rotation may be inconsistent so instead of AM interpreting the selected patches as one it determines size/orientation/rotation based on each patch. In many cases this forces me to stamp out my areas and hop over to 3dPaint and do my work there (of course 3d paint doesn't have a texture brush that allows you to load a texture and simply adjust size and rotation and paint it).

robcat2075
QUOTE(pixelplucker @ Feb 19 2010, 12:54 PM) *
I'll removed the color map.

I'm wondering if the difference is because a cookie cut is essentially on or off and when it is multi passed rendered if AM is anti-aliasing the alpha converting it to multiplied vs straight?
In other words if you convert a simple 1 bit image and up sample it in grayscale the edges would soften.


Cookie cut can have full grayscale transparency, I think.

I never use PNGs so I'm not sure what the complications are there. I've always used targas and I rarely use cookie cut; I've typically used a color and transparency map for these situations.

QUOTE
I also noticed that when repeating an image across multiple patches, the image scale and rotation may be inconsistent so instead of AM interpreting the selected patches as one it determines size/orientation/rotation based on each patch.


There's a "rotate patch" thingy in A:M to fix that on any patch you select.
NancyGormezano
QUOTE(pixelplucker @ Feb 19 2010, 10:54 AM) *
(of course 3d paint doesn't have a texture brush that allows you to load a texture and simply adjust size and rotation and paint it).


In 3dpainter - You can "stamp" any image onto a surface that has already been decaled in A:M -

1) In 3d painter go into bitmap (can't remember what icon) mode - 2) get image to be applied to model, 3) place, rotate, scale, skew image (better than stamping in A:M), 4) hit apply

3dpainter also has an option to create your own brushes from any image I believe
pixelplucker
I'll try that thanks.
Would be handy to be able to brush the textures on. The custom texture is only for the brush pattern and limited to just 1 color with alpha. Can't paint an image on.

No big deal in any case because I stripped out the color map on the mesh and used a surface with slight transparency and put in a single bit bitmap for the cookie cut so it doesn't fuzz out on me. Looks much better.

Thanks to Rob as well
pixelplucker
updated sheet.
For the life of me I can't figure out how to tile images on a stamp in 3dpaint. All I can find is the bitmap tool that simply does 1 at a time
NancyGormezano
QUOTE(pixelplucker @ Feb 19 2010, 02:17 PM) *
updated sheet.
For the life of me I can't figure out how to tile images on a stamp in 3dpaint. All I can find is the bitmap tool that simply does 1 at a time


ahhh...you can't tile from 3dpainter (I don't think ? , haven't tried) - 3dpainter is applying the new image to an already existing UV map (stamp) - created in A:M - you would have to set the repeat count for the uv map in A:M

eg - in A:M - apply (blank? - ie all white) decal to your patches using planar, cylindrical, or spherical method - go into 3d painter - apply a different bitmap image to that surface (make that stamp/decal the only one editable) - go back into A:M - change repeat count for that decal



robcat2075
QUOTE(pixelplucker @ Feb 19 2010, 04:17 PM) *
updated sheet.
For the life of me I can't figure out how to tile images on a stamp in 3dpaint. All I can find is the bitmap tool that simply does 1 at a time


How about making a tiled image in your paint program? Then stamp that in 3DPaint.
pixelplucker
It is a seamless tile, for this case a little distortion isn't bad since it is a cloth mesh that is never viewed dead on because of the curveture.

Odd I can't apply a decal anymore since I put a surface attribute on it.

Delete any maps on the model on the mesh. Next hide all the other parts of the model and in the front view try to apply a new image, any image and nothing happens....

I was going to apply the cookie cutter as one big tile to cover the entire region then change the repeat count on the image itself as Nancy suggested but it won't take textures anymore :0
pixelplucker
Yay I get to answer one of my own questions.

I had to completely rename the group for it to take any textures. That fixed that.
Now when I applied a decal to the entire region then change the repeate rate I end up with white specks that robert got on his test so there is definately some quirky bug with the cookie cut and repeat.

Applying a texture on a named group and not as a stamp doesn't have the artifacts but will distort based on patches and not take in consideration the entire group of patches as one.

Best way to avoid it is to make a pre-tiled image if possible and apply it as one tile as Robert suggested.
NancyGormezano
QUOTE(pixelplucker @ Feb 19 2010, 04:27 PM) *
Yay I get to answer one of my own questions.

I had to completely rename the group for it to take any textures. That fixed that.
Now when I applied a decal to the entire region then change the repeate rate I end up with white specks that robert got on his test so there is definately some quirky bug with the cookie cut and repeat.

Applying a texture on a named group and not as a stamp doesn't have the artifacts but will distort based on patches and not take in consideration the entire group of patches as one.

Best way to avoid it is to make a pre-tiled image if possible and apply it as one tile as Robert suggested.


I was able to apply webmesh as a cookie cut decal, and change the repeat - the quirky bug is with any cookie cut decal & only if you render WITHOUT multipass - it renders as expected if multipass =ON - this is with multipass =5 (repeat = 10 x10)
pixelplucker
Thats good to know. All my finish renders are 4x4 typically.
I got spooked when I test rendered and neglected to see if I had mp on.
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