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  #1  
Old 11-08-2010, 02:36 PM
Darkmax Darkmax is offline
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Join Date: Feb 2010
Posts: 108
black lines with render to texture

i having a problem with render to texture.

when I'm far away from the objects it shows some black lines of the unwrap map and when I'm moving closer of the object the lines are disappearing

Far picture of the sphere with lines:
http://img101.imageshack.us/i/21949355.jpg/

Middle picture of the sphere with barely lines
http://img94.imageshack.us/i/94792686.jpg/

Close picture of the sphere without lines
http://img258.imageshack.us/i/84999391.jpg/

If someone knows how to resolve this?

Last edited by Darkmax; 11-08-2010 at 02:39 PM.
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  #2  
Old 02-11-2011, 10:04 PM
Darkmax Darkmax is offline
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Join Date: Feb 2010
Posts: 108
some know, why this is happening?, pls i need to resolve this.
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  #3  
Old 02-22-2011, 12:11 AM
dwaik dwaik is offline
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Join Date: Feb 2010
Posts: 26
i cant access the images (my work policies), try uploading images directly to this site
or send me email
ahmad.aldwaik@rubiconholding.com

maybe its cause of your graphics card try updating the driver
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  #4  
Old 02-23-2011, 03:33 AM
dwaik dwaik is offline
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Join Date: Feb 2010
Posts: 26
i saw the images..
do u use any kind of lights inside vizard?
is ur head headlight on..
cause i noticed some shadows and when camera is close itsall lighted,
maybe the ball topology is corrupted
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  #5  
Old 03-04-2011, 01:03 PM
Darkmax Darkmax is offline
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Join Date: Feb 2010
Posts: 108
i have the headlight on, but that doesnt produce the black lines on the ball, the lines are the unwrap of the 3ds max.

Also i tried to shutdown the headlight and is the same
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  #6  
Old 03-07-2011, 11:23 AM
Veleno Veleno is offline
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Join Date: Sep 2005
Posts: 148
This is a common issue when you don't set your padding high enough when baking your textures. Generally you should set it to 8 or 16.

See the attached image for the location of the padding setting.

When objects are at a distance, Vizard is able to run more efficiently by using smaller versions of your textures. This is called mip-mapping and is commonly used in realtime applications. The padding setting when baking prevents the background color of the image from getting inside your UV islands by giving them a "safe" border area.

Each MIP level cuts the texture dimensions in half. A padding of 8 will prevent bleeding for 3 levels of downsampling. A padding of 16 will prevent it for 4 levels. By this point an object will usually be far enough away that the bleeding is no longer noticeable.
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