I have a “Light Pine” texture that, when viewed at the last file of a chain of block instances, the texture mapping disorients itself 90 degrees. I use this “Light Pine” texture on different lumber shapes (2x4’s, stringers, etc) to build decks, stairs, walkways and the like. My final working file is usually a single .3dm with block instances of each major construction- the hierarchy of block instances looks something like this:
Level 3) Layout File containing individual “Structure” block instances such as
Level 2A) Deck1.3dm
Level 2B) Deck2.3dm
Level 2C) Boardwalk.3dm
Level 2D) Etc.
Level 1) Polysurface with wood grain texture oriented to look correctly across each face of the polysurface.
Each time I build a “Level 1” Piece of lumber I always import the same texture from my materials library and then (typically) apply surface mapping, and assign it to mapping channel 1, and use the UV editor to get the wood grain to line up correctly.
When viewing files in rendered view on my “Level 1” or “Level 2” tiers, the texture mapping looks correct. However, in the “Level 3” Layout file some wood grains on block instances have disoriented themselves 90 degrees; others are unaffected. After double clicking to edit the block instance, the original file opens and the textures rendered correctly.
My initial guess was the mapping channels in the Level 3 Layout file are getting confused, because everything is saved to Mapping Channel 1 on down the hierarchy line. I went back and tried to reassign the mapping channel for problem textures, assigning numbers I haven’t used in any of the linked block instance yet (mapping channel 4, 5, 6, etc.) but that did not fix the problem.
Notably, the materials panel in the Level 3 Layout also lists many different “Light Pine” textures variants- “Light Pine [Imported]”- presumably this is because UV editing the texture makes it register as a new texture?
What should I try next to fix the problem?