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A few questions about max

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) 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

  • Rapchik
  • .morph3us
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    .morph3us polycounter lvl 14
    i think if you export your mesh into obj it reorders the vertex order, though i'm not sure, just felt bad nobody responded :)

    cant help on mental ray though...
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    OBJ doesnt re order your verts. it'd be useless if it did. If its doing this post your export settings. there must be something wrong in them.

    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.
  • .morph3us
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    .morph3us polycounter lvl 14
    lol, youre definatly right, zbrush or mudbox would go crazy if it did, maybe it was another file format?
    dunno, just ignore my humble attempt then >.<
  • Rapchik
    Thank you guys for replying.. I am exporting using my own script and its exporting the vertex properly, but i want to modify the vertex order.. like when working with splines, we can see the vertex number and modify each vertex or modify the order of the vertices in a closed spline, by specifying which vertex is the first vertex or reversing the vertex order.. can we do something similar when working with an editable poly?

    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?
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