Turn off texture repeating in DS?

OK, I want to turn off texture repeating in DS, without changing the UV Tiling settings.  So instead of "USS PHOBOS" being repeated several times, it will show only once.

repeating.jpg
1920 x 1080 - 659K
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Comments

  • Anyone have any ideas?

  • DaWaterRatDaWaterRat Posts: 2,885

    I'm not sure I understand what benefit keeping the tiling settings but turning of tiling would be, because my suggestion would be to just set the Vertical tiling to 1

  • The Vertical Tiling is already set to one.  The issue here is that the original texture was only mapped to a part of the geometry, and DAZ Studio is repeating the texture in order to fill the remaining geometry - hence the repeating "USS PHOBOS".  Turning off the repeating of the texture allows me to keep the original texture in place.

    In fact, both Poser and Hexagon have the ability to turn off texture repetition, which makes me wonder why DAZ Studio apparently doesn't.

  • DaWaterRatDaWaterRat Posts: 2,885

    That's odd.  When I've had tiling set to 1, it stretches the texture to fit, rather than tiling it.

    I'm also a version behind on DS (just never got around to loading in the current one), so that may have something to do with it.

    See if stretching the V tiling helps (.5, or something)

  • The texture is exactly the size and position it's supposed to be, it's just not supposed to repeat.

  • This is a poser render to show what it's supposed to look like.

    phobos.jpg
    1201 x 821 - 292K
  • scorpioscorpio Posts: 8,533

    Have you tried setting the horizontal and vertical to 0

  • Yes, that just blanks the texture.

  • macleanmaclean Posts: 2,438
    edited November 2015

    Not sure if this is relevant, but I just happened to spot it in another thread.

    Quote "Yes, there is a tiling issue with 3Delight for scenes created in older versions (I'm not sure of the exact triggers)  - it's a known bug."

    http://www.daz3d.com/forums/discussion/comment/938437/#Comment_938437

    Edit - Scroll up the page for that comment. The links seem to be borked.

    Post edited by maclean on
  • McGyverMcGyver Posts: 7,085
    edited November 2015

    Edit- Nevermind what I suggested wouldn't work given your images proportions.

    Post edited by McGyver on
  • Not the issue I'm having, but thanks for pointing that out.

    The UV tiling controls in DS do nothing more than scale the UVs to show the tiled texture.  I want to turn off tiling altogether, as in the texture is NOT tiled, without changing the UV scale.

  • McGyverMcGyver Posts: 7,085

    Is that a separate map or part of a larger one... It looks like it's just "U.S.S. Phobos" on a single map... If there is no better answer and I currently don't have one, try altering the map in Photoshop or GIMP... I did it once for something that had a badly proportioned map and was tiling... Can you do a screen capture of the map?

  • MistaraMistara Posts: 38,675

    ???  there was a screenshot attachment showing the problem, now the attachment is gone, but there is no "post edited" msg.  the univrse is discombobulating

  • McGyverMcGyver Posts: 7,085
    edited November 2015

    One other thing, I'm not sure because I'm trying to figure out why it would do that, based on both images you posted above... The Poser image suggests to me it should not be proportioned and tiling that way... But I could be misinterpreting it do to the lack of Aztec pattern around the lettering...  But anyway, once something like that happened and I tried fixing it, but it wasn't getting any better, until  I reloaded the model and it fixed itself... Or if it isn't already, make it a poser prop and load it in DAZ that way I've seen that cure weirdly borked maps... I've had so many stupid issues over time it's hard to remember how they got fixed.

    Post edited by McGyver on
  • McGyver:  It is a seperate map, and that's exactly how it's tiled and proportioned in the original MAX format.  What I'm looking for is a way to TURN OFF tiling.

  • You could do it with Shader Mixer - get the texture values (S and T) with no tiling, if theya re in thwe range you want to apply the map in scale and offset them as with the tiling setting and apply that bit of map, ifnot aply base colour or whatever it is you want. How are you expecting the area around the scaled map to be filled in?

  • How do I get s and t values, with no tiling?  I don't have much experience with the shader mixer. The area around the texture is supposed to be transparent, and there's an alpha map for the texture itself so only the lettering shows.

  • Richard HaseltineRichard Haseltine Posts: 107,987
    edited November 2015

    The Variable bricks in the Utility group return the raw S, T values (or the acvtual U, V values) - (one, fixed, works regardless of what it is connected to and is probably the simplest, the other has a list of values that depends what it is connected to.

    I assume this is going to be layered over a base map/colour then? You do that with the Mix brick.

    Post edited by Richard Haseltine on
  • This is a Diffuse color map and an Opacity alpha map.  Do I connect the s and t alues to a tiler block?

  • Richard HaseltineRichard Haseltine Posts: 107,987
    edited November 2015

    No, a Tiler block is another way to get the S and T values - what you want are values for the scale and offset which will determine the area you want to apply the adjusted map to.

    Considering just U for now

    Variable brick gives U value

    Value brick gives U offset

    Value brick gives U scale

    Brick group 1: feed U and U Offset into a Binary operation brick set to subtract, feed the out put of that and the U scale into another binary operation set to divide. That gives a range of 0 to 1 for the area of the model you want to apply the map to (and unhelpful values elsewhere, but they will be discarded). Feed that into the S input of the image map bricks for your Diffuse and your alpha.

    Brick group 2: feed U value and U Offset into a Compare brick set to Greater than, feed that into a Mix brick for each map as the Alpha with black as the base and the output of Brick group 1 for that map as the layer. Feed U Offset and U Scale into a Binary Operation set to Addition, then feed U Value and that addition into a Compare brick set to Greater than, feed that into Mix bricks as the alpha with the output from the previous mix as the base and black as the layer. That will give black if the U value is less than the offset or greater than the offset plus the scale, or the adjusted map if U is between those limits.

    I haven't tested that, but I think it's right. Actually you need to do that only to the alpha, the diffuse you can just run with a Tiler brick since the unwanted repeats will be hidden by the alpha.

    Post edited by Richard Haseltine on
  • And how would I do that?  I don't know much about the Shader Mixer.

  • McGyverMcGyver Posts: 7,085

    No, a Tiler block is another way to get the S and T values - what you want are values for the scale and offset which will determine the area you want to apply the adjusted map to.

    Considering just U for now

    Variable brick gives U value

    Value brick gives U offset

    Value brick gives U scale

    Brick group 1: feed U and U Offset into a Binary operation brick set to subtract, feed the out put of that and the U scale into another binary operation set to divide. That gives a range of 0 to 1 for the area of the model you want to apply the map to (and unhelpful values elsewhere, but they will be discarded). Feed that into the S input of the image map bricks for your Diffuse and your alpha.

    Brick group 2: feed U value and U Offset into a Compare brick set to Greater than, feed that into a Mix brick for each map as the Alpha with black as the base and the output of Brick group 1 for that map as the layer. Feed U Offset and U Scale into a Binary Operation set to Addition, then feed U Value and that addition into a Compare brick set to Greater than, feed that into Mix bricks as the alpha with the output from the previous mix as the base and black as the layer. That will give black if the U value is less than the offset or greater than the offset plus the scale, or the adjusted map if U is between those limits.

    I haven't tested that, but I think it's right. Actually you need to do that only to the alpha, the diffuse you can just run with a Tiler brick since the unwanted repeats will be hidden by the alpha.

    How the hell do you know all these things...? You must be a wizard... Or at least so sort of mythical immortal being... Or have a really good memory.

  • Well, I should have first asdked is this Iray or 3delight - the steps above are for 3Delight. Also what shader are you using for the rest of the model? (In any event, the basic idea of making this a feature request is sound - I just hoped to give you a workaround for now.)

  • And how would I do that?  I don't know much about the Shader Mixer.

    You do not need to, although it can be used to disable tiling. What i understand you want to do is actually disable the texture wrapping around for uv-values greater than 1. In 3delight this is a texture property. It theory it would be found in the image editor (where you set gamma and such). Since this is currently not supported, you can workaround this using tdlmake. The tdlmake utility is in the DS installation directory in DSDIRECTORY/bin/tdlmake.exe. Use it like this (for a color texture named mytexture.png with gamma 2.2)

    tdlmake -gamma 2.2 -mode clamp mytexture.png mytexture.tdl

    and then use mytexture.tdl for the texture. DS4 does not call tdlmake again on already converted textures, so it just uses it as-as.

    If by chance you only need to disable the wrapping in the vertical direction (your screenshot looks like this could be the case), then you could alternatively set the mapping type of the texture to Longitude/Latitude (in the image-editor). This also disables wrapping on the y-axis.

  • nightwolf1982nightwolf1982 Posts: 1,226
    edited November 2015

    Richard:  OOOOOkay, I can get through Brick Group one of your example OK, but Brick Group two gets confusing!  Could you show me an example of what you're describing?

    When you say use the output from Brick Group one, you mean the result of the final binary divide?  And do I connect the final result of Group two to the image maps?  Also, what value am I supposed to use for the offset and scale?

    millighost:  Some of the textures will require turning off tiling in the x-axis instead of y.  I tried tdlmake, but it keeps giving me argument errors.

    Post edited by nightwolf1982 on
  • RGcincyRGcincy Posts: 2,862

    Have you tried a fractional tiling number? When I see something similar on a texture, I have changed the Vertical Tiles to something around 0.25 (since the name is showing 4 times). Then you might need to change Vertical Offset to adjust the positioning.  

  •  

    millighost:  Some of the textures will require turning off tiling in the x-axis instead of y.  I tried tdlmake, but it keeps giving me argument errors.

    what does it say?

  • Either too many arguments or too few.  The textures are jpgs, if that matters.

  • Either too many arguments or too few.  The textures are jpgs, if that matters.

    Dont forget to give the name of the tdl-file after the arguments:

    tdlmake -mode clamp input.jpeg output.tdl

  • Richard:  OOOOOkay, I can get through Brick Group one of your example OK, but Brick Group two gets confusing!  Could you show me an example of what you're describing?

    When you say use the output from Brick Group one, you mean the result of the final binary divide?  And do I connect the final result of Group two to the image maps?  Also, what value am I supposed to use for the offset and scale?

    millighost:  Some of the textures will require turning off tiling in the x-axis instead of y.  I tried tdlmake, but it keeps giving me argument errors.

    If I can I'll try putting an example together, but tiem is in short supply (and I have an eye test tomorrow morning to throw it more behind).

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