Flipped Texture Image When Rendered?

Wondering what’s going on here. I have an applied image that when rendered it flips 180 degrees. Is this normal, a bug, or have I flubbed something?

I see a similar problem posted a couple years ago in the Windows forum: Render Display Mode and Texture Rotations

Shaded mode (below):

Rendered (below)

(Disclaimer: as a Steelers fan, working on this is confusing in more ways than one!)


Flipped_Texture_Image_in_Render.3dm (304.9 KB)

Software information

Software versions
Rhinoceros version: 5.1 (5B161)
IronPython version: 5.1.2015.131
Language: en (MacOS default)
OS X version: Version 10.10.5 (Build 14F1021)


Third party kernel extensions
com.Logitech.Control Center.HID Driver (3.9.1)
com.Logitech.Unifying.HID Driver (1.3.1)
com.karios.driver.DuetDisplay (1)
org.virtualbox.kext.VBoxDrv (4.3.20)
com.paragon-software.filesystems.ntfs (313.2.12)
org.virtualbox.kext.VBoxUSB (4.3.20)
org.virtualbox.kext.VBoxNetFlt (4.3.20)
org.virtualbox.kext.VBoxNetAdp (4.3.20)

Hardware information

Computer hardware
Hardware model: MacBookPro8,3
Processor: Intel Core i7-2860QM CPU @ 2.50GHz
Memory: 16 GB
Architecture: Intel 64 bit

Video hardware
Graphics: AMD Radeon HD 6770M 1024 MB
Memory: 1024 MB
Screen size: 1920 x 1200
Displays: Color LCD (133dpi 1x)

USB devices
Apple Inc.: FaceTime HD Camera (Built-in)
Apple Inc.: Apple Internal Keyboard / Trackpad
Apple Inc.: Bluetooth USB Host Controller
Logitech: USB Receiver
Apple Computer, Inc.: IR Receiver

Bluetooth devices

OpenGL information

OpenGL software
OpenGL version: 2.1 ATI-1.32.25
Render version: 2.1
Shading language: 1.20
Maximum texture size: 16384 x 16384
Z-buffer depth: 24 bits
Maximum viewport size: 16384 x 16384

Implementation settings
Use texture compression: No

Appearance settings
Antialiasing: 4x
Mip map filtering: None
Anisotropic filtering: High

i think it might be because the _Dir is pointing inwards… (so you’re seeing the backface but rendering does the front face).

try Flip then render.


also, just a heads up… texture images aren’t stored in the .3dm on mac… so other people without the same texture on their computer get this:

Flipping the surface did correct the orientation. Thanks for the suggestion, Jeff!

That said, something remains strange since I can’t repeat the problem as might be expected on a flipped surface.

I did a test with these two surfaces, one with flipped normals and one that was correct. Curiously, both images oriented properly both in Render View and when Rendered.

Then, I thought maybe the problem might occur only if one originally applies an image to a flipped surface. However, comparing two new flat planes, (one flipped and one not) the image worked properly for both view types. Hmmmm…

Here’s the image map in case anyone want to futz around with it. As you can see, I had to apply this as a reversed image to make things work, which I assumed may be due to this object being in negative Z space?