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Distorted Textures in viewport (MAX 2008)

polycounter lvl 17
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Serp polycounter lvl 17
has anyone come accross something like this... sometimes if I break the UV Faces this is how the viewport shows me the textures... it starts happening on all the objects....

Its only a viewport thing and on editable poly objects... because the renders are fine.. .uv's are fine.. and while you are editing the UV's it will show u the correct texture but as you start moving the viewport they all gets messed up.. I have tried converting to mesh and then back to poly but no good... very annoying.


viewportbugfb7.jpg

Replies

  • furtive
    Hi Serp,
    same here in 3dsmax 9 ... the only <work arround> is to apply a Mesh Select Modifier > Collapse Stack. I dunno why but it drives me crazy :poly127:
  • Mark Dygert
    What kind of video card do you have?
    To find out go Start > Run > Type DXDIAG and hit ok. Then go to display tab, check the card type on the left and the driver date on the right.

    When was the last time you updated your video drivers?
    Now that you know what kind of card, head off to that manufactures website and download the latest driver for your card.

    Have you tried running 3dsMax in software mode? DX9, DX8, OpenGL?
    In 3dsMax go, Customize > Preferances > Viewports tab > Choose Driver.
  • Jesse Moody
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    Jesse Moody polycounter lvl 18
    I was getting this the other day as well. I have an nvidia and the latest drivers. The issue never came up in Max 9. I don't know what the fix was but it eventually went away later on in the day.
  • thomasp
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    thomasp hero character
    same here, applying an fx-shader instead of the standard-material does the job for me.
  • MoP
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    MoP polycounter lvl 18
    I ran into something that looked suspiciously like this today, using Max 2008 with a Checker map in the diffuse slot of a standard material.
    Whenever I toggled the end result on/off for my Unwrap UVW modifier, the UVs fixed themselves again until I tried panning/rotating the viewport, then all the UVs around the seams became stretched. All other parts were fine, it was only the seams that got messed up.

    Our technical director at work seemed to think it might be a 3dsmax viewport speed optimisation being applied incorrectly (since it appeared to be collapsing down UV verts), but it could also be a driver issue. I am gonna see if I can run some tests tomorrow and narrow it down. Very strange.

    I hadn't seen it before now, and I've done a fair bit of modelling/texturing in Max 2008.
  • Eric Chadwick
    I think this is because max can't properly display multiple UV channels on the same model. So if any of your maps are set to a different UV channel than the others, the viewport will only be able to render one of them properly.

    Still happens in max 2009 btw. :(
  • Jaco
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    Jaco polycounter lvl 17
    Yeah I've had this a few times.
    I just reset xForm, convert to editable mesh, then back to editable poly and it's gone. Strange.
    I didn't have multiple UV channels though.
  • MoP
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    MoP polycounter lvl 18
    Yeah, my mesh didn't have multiple UV channels either...
  • cw
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    cw polycounter lvl 17
    I get this lots too on max9 - all drivers etc. are up to date.

    turning off cached meshes in the dx options makes this stop happening for me at the expense of SLOOOOOW viewports.

    usually happens when i have a ton of stuff in the scene.

    I shall try the old collapse-reset-xform bonanza next time it happens.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    Not sure if this will help you, I get the same texture tearing sometimes but it's only when I view the model inside our game engine. Go into channel info for the mesh and see if there's a bunch of extra map channels that you aren't using, if so, delete 'em.
  • Rob Galanakis
    I think it goes away if you go to 'customize-preferences-viewport-configure driver- uncheck 'use cached d3dx meshes'.
  • MoP
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    MoP polycounter lvl 18
    Cached D3DX meshes is what makes 5-10 million poly scenes run so silky smooth though :(

    Thanks for the tip anyway, will try it at work tomorrow.
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