Texture Mapping not working correctly in Rhino 6

I’ve had this issue pop up a few times now, and I finally have a good example to show it. In this model, I’m trying to create room covered in graphics and tv monitors all showing one image. I’m trying to simulate it here for a mockup, which should be an easy task for a shared spherical mapping, but at least one surface is misbehaving at all times.

It seems as any object nearly tangent to the North and South poles of a sphere or nearly perpendicular to the axis of a cylindrical map (capped or not) get an odd herringbone distortion of the map.

Below are an array of screen captures of various settings.

As a separate issue, I noticed a problem with cylindrical mapping that may also affect other modes. It seems as though there is a point on the cylinder that almost directs the object it points to to condense the mapping to fit to the width of the object. I’ve drawn a line on the top view to hopefully help illustrate. I had the mapping set to repeat three times (roughly Pi) so there’s less distortion, but when the cylinder mapping widget is rotated, the surfaces that are along that line actually repeat three times on that surface.

Things I’ve tried:

Different drivers for my Quadro P2000, 391.33, 391.74, 377.11 (no change)
Turning on/off GPU tessellation (no change)
RefreshAlltextures (no change)
RefreshShade (no change)
Extracting Render Meshes (similar problems, though not necessarily the same)

System Info:

Rhino 6 SR6 2018-6-26 (Rhino 6, 6.6.18177.16151, Git hash:master @ abeff9e9af62a0e02a9eb52efa77e179a682f2c7)
Licence type: Commercial, build 2018-06-26
License details: Cloud Zoo. In use by: Michael (BUiLT Design)

Windows 10.0 SR0.0 or greater (Physical RAM: 32Gb)
Machine name: WINDOWS-8ESRLPN

Quadro P2000/PCIe/SSE2 (OpenGL ver:4.6.0 NVIDIA 391.33)

OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On

Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: Height

Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 3-22-2018
Driver Version:
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 5 GB

C:\Program Files\Rhino 6\Plug-ins\Commands.rhp “Commands” 6.6.18177.16151
C:\Program Files\Rhino 6\Plug-ins\rdk.rhp “Renderer Development Kit”
C:\Program Files\Rhino 6\Plug-ins\RPC.rhp “RPC”
C:\Program Files\Rhino 6\Plug-ins\AnimationTools.rhp “AnimationTools”
C:\Program Files\Rhino 6\Plug-ins\RhinoRender.rhp “Rhino Render”
C:\Program Files\Rhino 6\Plug-ins\rdk_etoui.rhp “RDK_EtoUI” 6.6.18177.16151
C:\Program Files\Rhino 6\Plug-ins\rdk_ui.rhp “Renderer Development Kit UI”
C:\Program Files\Rhino 6\Plug-ins\NamedSnapshots.rhp “Snapshots”
C:\Program Files\Rhino 6\Plug-ins\RhinoCycles.rhp “RhinoCycles” 6.6.18177.16151
C:\Program Files\Rhino 6\Plug-ins\Toolbars\Toolbars.rhp “Toolbars” 6.6.18177.16151
C:\Program Files\Rhino 6\Plug-ins\3dxrhino.rhp “3Dconnexion 3D Mouse”
C:\Program Files\Rhino 6\Plug-ins\Displacement.rhp “Displacement”

Yeah…you can get cleaner results by meshing the objects more densely - the render meshes. These can be set per Object in Properties - though it may take a RefreshShade to force the meshing to kick in.


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