I struggled with the UVW rotation in the mapping, because i got another color than i saw in the rendering viewport.
Then i started the render preview and i was a little bit confused, because it looked like this:
If i play with UVW offset or UVW repeat there is no difference between rendered viewport and render preview.
But if i change the UVW rotation it looks totally different.
For me it seems like a bug in the viewport rendering?
P.S.: i just tested the same issue in @serengeti and it behaves also wrong.
Thank you @BrianJ, but i do not understand what do you mean with “channel 0”? If i want to change the channel number it says only numbers above 0 are allowed!?
Another question for Rhino 5: would it be possible to get also an fix in an SR of Rhino 5 for this issue? Because at the moment there are no release plans on your side for Rhino 6 and after release it takes approximately one year on our side to update everything. And we need this functionality at the end of the year
I have tested it with mapping channel 0 and now the viewport is the same as the rendering.
But as you may know, i want to retrieve the texture color information with a program code which i got from @andy here get texture color from brep
I made a program which generates small spheres with the color of the texture on the surface. First i tested it with mapping channel = 1 and as you can see in the screenshot the texture in the viewport does not match with the spheres but it does in the rendering:
So i’m not sure if it is a workaround or an even worse bug in the viewport rendering!?
BTW: what means mapping channel = 0? because i cannot generate a mapping channel with the id=0, it says it must be between 1-99999. So it should not be possible to choose mapping channel = 0 in the material, isn’t it?