Hi,
doe’s someone have an idea why the texture projection looks wrong rendered per V-Ray (VfR5)? Per Rhino renderer it works and if I explode the polysurface than it works for V-Ray too.
-Micha
Texture Bug for polysurface.3dm (1019.5 KB)
Hi,
doe’s someone have an idea why the texture projection looks wrong rendered per V-Ray (VfR5)? Per Rhino renderer it works and if I explode the polysurface than it works for V-Ray too.
-Micha
Texture Bug for polysurface.3dm (1019.5 KB)
Hello Micha,
Running _SelBadObjects returned problematic surfaces, Running _Check gets you the below information:
Rhino polysurface object is not valid.
brep.m_E[0] edge is not valid.
edge.m_vi[0]=edge.m_vi[1]=0 but edge.IsClosed() is false.
ON_Brep.m_E[0] is invalid.
Rhino polysurface object is not valid.
brep.m_E[91] edge is not valid.
edge.m_vi[0]=edge.m_vi[1]=57 but edge.IsClosed() is false.
ON_Brep.m_E[91] is invalid.
Rhino polysurface object is valid.
Things like below due to failed fillets probably:
Thank you for trying to help me Tay. Unfortunately removing bad surfaces doesn’t help, the problem still exist. Looks like something other doesn’t work.
It worked on my side I was just missing the texture , so I couldn’t render it.
I did a new test: explode, _selBadObject … anything is fine … join … render. Interesting, the left door is fine, but not the right.
Attached the texture.
can you check the right side? use _Check I’m pretty sure this is causing the issue, probably your model tolerance is a bit high.
The last screenshot shows the result of _check for both door objects. Anything is fine. The model tolerance is 0.01mm. Is it not fine enough?
I did a test and now I understand what you mean, the tolerance was to tight and if I set 0.1, explode the doors and join them, than it works.
Thank you very much for your help.