Hey, i am using max 09.. i have a few queries related to it..
A) Is there any way to change the triangle or polygon order of a mesh.. as i am using an exporter to export all faces from max, so there is an index list with the first triangle, the 2nd triangle and so on.. i want to be able to change the order of the index list.. any thing that would allow me to do so?
![B) B)](https://polycount.com/plugins/emojiextender/emoji/twitter/sunglasses.png)
I have a tunnel which i am lighting, now the tunnel is cut into several different segments.. i want mental ray to consider it all as a single mesh, other wise where the segment is cut i get black artifacts as the light seems to leak from there.. i dont want to join all tunnels light and cut it again each time i have to change lighting.. so any better way?
Replies
cant help on mental ray though...
TBH I read this and had no idea what the OP was asking. Post some pics of your bake errors. and try and be a bit clearer about what you want to achieve.
dunno, just ignore my humble attempt then >.<
As for the mental ray error, well i am new to mental ray lighting and i can now see that my problem is occuring mainly because of texture filtering issues.. i am generating a lightmap using render to texture.. now it has artifacts like shown in the file attached.. the black triangles at the edge of the line.. well they are there because their is a uv seam there.. and i see such black triangles throughout the seams of the mesh..
i think they are texture filtering issues, as if i move the uvs just a little inside the error disappears.. secondly such black triangles are nowhere except the seams where the uv is just 1 or 2 pixels away from a black pixel.. is there any way to fix this issue except mb increasing the texture size?