Hello i have been having this giant issue where my materials don`t apply to my entire model but just to my seperate polygons.
Plz god assist me i have already lost to much time over this.
Or is there just a bug in the way that materials work evrywhere that you cant actualy use things that don`t have a set resolution but use an algorythm isntead waisting diskspace? and making animated morphing meshes impossible to work with ?
Apply material to entire model instead of seperate polygons
1749 6 1- NicTanghe
- Member
- 189 posts
- Joined: Dec. 2016
- Offline
- Island
- Member
- 339 posts
- Joined: June 2017
- Offline
- NicTanghe
- Member
- 189 posts
- Joined: Dec. 2016
- Offline
- Island
- Member
- 339 posts
- Joined: June 2017
- Offline
Your best option would be to recreate the steps from https://www.blendernation.com/2018/07/24/how-to-make-mandelbulb-fractals-in-blender-eevee/ [www.blendernation.com] in Houdini. You can add the UV's in Houdini, which would be much easier. It will undoubtedly be faster and easier to fix. Or try this tutorial: https://vimeo.com/176911687 [vimeo.com]
Edited by Island - May 27, 2020 15:01:18
- NicTanghe
- Member
- 189 posts
- Joined: Dec. 2016
- Offline
Island
Your best option would be to recreate the steps from https://www.blendernation.com/2018/07/24/how-to-make-mandelbulb-fractals-in-blender-eevee/ [www.blendernation.com] in Houdini. You can add the UV's in Houdini, which would be much easier. It will undoubtedly be faster and easier to fix. Or try this tutorial: https://vimeo.com/176911687 [vimeo.com]
Zel im not heving issues making a mandelbot im only havving issues with it's uvs becouse auto UVs take over a minute to bake and aren't working and that s only if evrything works wich it barely ever does.
I fear ill have to give up on reflections recashe the whole volume and this time cashe the volume and not the polygons and then just render the volume without a propper texture.
i Have 1200 frames so that adds up.
if annyone can offer anny advice with uv's that zhould be awsome.
Edited by NicTanghe - May 27, 2020 17:47:57
- Island
- Member
- 339 posts
- Joined: June 2017
- Offline
Auto-uv is mostly for small stuff you don't really want to properly UV map. Most UV work is done with UV flatten, but you will have to make a whole lot of seams if you are doing it at the end, rather than earlier. You can also use RizomUV or 3Dcoat to approximate an autoUV, but the results won't be as good as putting the UV's in at the proper point.
There was a non production build update to Labs, so you might try to see if that is any better. But here is a comparison of UV flatten vs autoUV. I did not show UVproject which would be actually best for a sphere, but doesn't work well for more complicated models (unlike UV flatten). AutoUV is on the right.
Addendum: the picture labeled UVlayout is really just a UVflatten.
Since you are using volumes to create the model, your other option would be to not UV at all but use a procedural shader. I'm not very good with material builder shader nodes, but there are lots here and on odforce that can help.
There was a non production build update to Labs, so you might try to see if that is any better. But here is a comparison of UV flatten vs autoUV. I did not show UVproject which would be actually best for a sphere, but doesn't work well for more complicated models (unlike UV flatten). AutoUV is on the right.
Addendum: the picture labeled UVlayout is really just a UVflatten.
Since you are using volumes to create the model, your other option would be to not UV at all but use a procedural shader. I'm not very good with material builder shader nodes, but there are lots here and on odforce that can help.
Edited by Island - May 27, 2020 21:52:49
- ziconic
- Member
- 73 posts
- Joined: March 2020
- Offline
-
- Quick Links