Oh hello,
I want to put an UV shell so that coordinates overflowing the initial 0-1 square pick up a mirrored version of the map. I have learned this is called MIRROR, where things seem to default to WRAP (maybe CLAMP?). So,
where do I enable this mirroring? Using 3dsmax 2011.
It's probably REALLY simple, but I can't find out how. It is discussed in this thread
http://www.polycount.com/forum/showthread.php?t=63539 and probably many more, but even the solution
you have to turn on mirroring in the textures tiling options and then set the tiling to 0,5
just turns into a bunch of junk. I even know the tutorial referred to in the text, but like those guys I can't find it either.
Here's a picture of what I am doing, I want all those adjacent copies of the texture to mirror flip along the edge of the main texture square, so it grabs up similar pixels. Thing is,
even if the coordinates along the edge are exactly 0 or 1, 3dsmax will grab mismatched pixels wrapped from the other side of the texture. It goes against my pride/logic to set it to 0,999 and that might still let mipmaps screw it up, so it's best to fix it properly.
![uvwhat.png](http://kriscrash.dk/art/2011/jan/uvwhat.png)
Replies
Speaking of support, it seems like only Default Scanline Renderer does it right, MentalRay and Quicksilver both mess up completely from mirror tiling.
I know I can press in that triangle and set everything along the edge to 0.999 but I wish there was a better solution
Yeah, switching to OpenGL will display the texture correctly, but your viewport will be a little sluggish. I used to do a lot of this stuff back when I was working with the Wii and DS.
I don't have any HEIDI renderers, just the ones mentioned (and VUE file renderer).
DX can be enabled as a plugin material (Light map or Metal Bump 9) but that's all I know.
I see DirectX 10 still doesn't work properly, baw, so back to 9.
On the upside I re-discovered how to make it render in flats.
I never understood why viewport display had to be so different from the render output
edit: by loss of viewport quality I mean that the OpenGL seems to be even worse at looking up pixels precisely, so now I have gaps in my model from texels that are not even outside the bitmap.