I get a weird result with Rhino 6 Beta in raytraced mode
Here s a comparison of my image maps between the 2 view modes
One is in rendering mode and works nice but raytraced mode yields the second result
it looks like you are missing an environmental map in the rendering or a standard light.
maybe there is a setting for it.
Can you please share the model with me so that I can investigate if there is a bug? You share it with me using [rhino3d.com/upload](rhino3d.com/upload. In the recipient field use my address email@example.com - that way I get automatically notified when the upload is ready for me.
Did you use decals for the prints on the body?
FYI, I have received the file.
it s not the lighting the issue but the image mapping
In raytraced mode it came out random compared to Rendered mode
I am not exactly sure how this matters, but using Planar (UVW) has the texture mapping coordinates get properly created. I’ll have to ask @Jussi_Aaltonen for more information.
@alexandre_galin I can see a similar problem here with a simpler model. Few questions:
the answer to all your questions are No
It s all nurbs there are no meshes, no displacement nor shut lining applied
thanks for your inquiry
interesting Nathan. Thanks for looking at the issue.
@Jussi_Aaltonen, @nathanletwory - I see a similar thing here - raytraced only sees surface mapping even when Box mapping is applied, in my example - I’ll attach the file in case it helps.
Audit3dmFile indeed says a whopping lot of RDK bytes. I’ll mention it to @andy for investigation
The same here.
I can see 2 problems with the racing car model:
ok I forgot ,I guess, I applied shut lining to my model. Anyways I m glad you guys are looking at it.
thanks for the updates,
All the best,
Hmm, I didn’t turn off shutlining, just changed to UVW planar, but from what I can see sampling qualities are comparable:
Higher resolution textures would yield better results for both modes.
Sorry @nathanletwory, only now I fully understood your first post. Yes, planar (UVW) is a 3d texture mapping and therefore uses texture baking. And it gives the same texture quality for both Rendered and Raytraced when baking resolution is the same.
@Jussi_Aaltonen I always receive baked texture coordinates through the changequeue.
I found a bug where the texture gets created improperly (height and width swapped), resulting in very bad render resolution: RH-42574. Another bug related to Planar (UV) vs Planar (UVW) was reported as RH-42547.
RH-42547 and RH-42574 should be fixed in the latest BETA. Please give it a try.
A related bug - RH-42538 - should also be fixed as well.