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3d rendering quality with MadMapper demo

Posted: Sat Oct 24, 2015 11:50 am
by rurik2000
Hello

I'm evaluating MadMapper for a project, and am using the demo version. When I import a 3d object and render it textured, I get a super aliased result.
I read in the limitations of the demo version that the spacial scanner works at 1/4 resolution in the demo version, but is that what is happening with the 3d objects too? Don't want to spend the money on the software if it doesn't do nice 3d renders...

See a screenshot here
https://www.dropbox.com/s/8o6fqfu2vumgs ... 7.png?dl=0

Thanks!

Re: 3d rendering quality with MadMapper demo

Posted: Sun Oct 25, 2015 1:22 pm
by franz
The rendering is fine. Your UV coordinates (texture coords.) are not done properly.

Re: 3d rendering quality with MadMapper demo

Posted: Sun Oct 25, 2015 3:03 pm
by rurik2000
These uv's were generated in C4d and work fine there... I tried different UV layouts and all produced the same result.
I need the uv's to be projected from a camera for this particular project. Is there a specific way that MadMapper needs the uv's to appear?

Thanks

Re: 3d rendering quality with MadMapper demo

Posted: Mon Oct 26, 2015 10:17 pm
by franz
If the UVs are generated from a camera, then the point of view of your projector -according to your real object - must be exactly the same as your virtual camera (that generated the UVs).
MadMapper needs regular normalised UV coordinates ( 0-> 1).
I can see from your snapshot that the UVs are wrong and will produce distorted texture, as seen in the preview.
The result "looks" bad, but is actually correct - according to your UVs -

Re: 3d rendering quality with MadMapper demo

Posted: Mon Oct 26, 2015 11:58 pm
by rurik2000
I just tried using a square (normalized) UV canvas a specific type of projection, and it looks good
https://www.dropbox.com/s/57dr1gnzmsqjy ... 7.png?dl=0

I also tried a camera projection but within a square UV grid and it works fine too....
https://www.dropbox.com/s/zem481b0x17n6 ... 6.png?dl=0

I guess it would be great if MadMapper could work with non square UV canvases, because it often happens that you need to create your UV's to map 16/9 or 2:1 (or other aspect ratios)....That's what software like TouchDesigner does (probably scaling the UV map internally?).

Thanks

Re: 3d rendering quality with MadMapper demo

Posted: Fri Oct 30, 2015 1:04 am
by franz
UV coordinates, in openGL world are normalised (between 0 and 1).
There's no plan for the moment to work with different ratio.
We might look at it in the future, but honestly we have other priorities.

I'm sure that normalised coordinates won't prevent you from doing your project, you'll just have to adapt a little bit.