Home › Forums › Bug Reports and Feature Requests › I may have found a material-oriented bug… using Booleans
- This topic has 6 replies, 3 voices, and was last updated 11 months, 1 week ago by Alexander Kovelenov.
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2024-01-08 at 9:43 pm #69543NaxosCGCustomer
Hello there, i may have found some weird meterial bug, using Booleans :
Please have a look there : https://v3d.net/rv7
You can see a test for a swimming pool configurator (after 8-pool tables, i’m going to swimming pools
The arrows are to enlarge the tiles zone, and you can grab the tiles to offset the placement (limited to 50cm X & Y)To make things doable, i’ve used booleans : i have a large plane that is booleanes / intersect with an hollowed cube, driven with morpehrs in X, -X, Y and -Y.
It works well in USD…Problem is i would like to use Physical shaders to get AO, and – for no logical reason – the shader is weird : instead of my texture, i get sort of inverted Roughness as diffuse / color texture.
When you move arrows or drag the plane, the texture si changed into a technical bleu squares with small triangles one, then back to the real one, that should look like the one around the water (grey stone)
I’ve double checked quite everything :
– The Physical shader is working, as if i show the plane with it, it shows ok.
– The code is ok as if i use another shader / the same shader in USD material : it works (but the AO, of course)
– The object is ok, juste not showing the right color
– The object does not exists in 3dsmax, it is created using BooleanAnd another strange thing : if i deactive AO, then the booleaned object is shown differently.
As if booleans does not work with AO, with Phisucal shader or both…Here you can find the project / app :
https://e.pcloud.link/publink/show?code=XZsdJeZfK4DoC3TRg4XCd5I90KeommrOK47Please someone help me.
PS : you can see that when i enter AR (iOS only for now), i swap PHY shaders into USD ones, then back PHY on exit.
"1+1=3... for large values of 1"
2024-01-10 at 5:54 am #69577Yuri KovelenovStaff2024-01-10 at 8:28 pm #69595NaxosCGCustomerHi Yuri,
The boolean is made from a simple plane + UVmap (channel 1) and one hollow cubic mesh, with no shader + morpher.
Maybe i should put the same shader on both objects ?Only one mUVmap channel is used, and here is the shader :
https://e.pcloud.link/publink/show?code=XZW9zeZu0acT61tXepcjRT7FbDAOjkf8rEk
- This reply was modified 11 months, 1 week ago by NaxosCG.
- This reply was modified 11 months, 1 week ago by NaxosCG.
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2024-01-10 at 8:31 pm #69599NaxosCGCustomerMaybe i should put the same shader on both objects ?
Did not solved it.
"1+1=3... for large values of 1"
2024-01-11 at 8:25 am #69606Alexander KovelenovStaff2024-01-11 at 8:31 am #69607NaxosCGCustomerYou might remove the normal map in your material to see if it helps
Many thanks, Alexander : it works now !
I guess you should add a small line in the manual : “Does not work with normalMap yet”"1+1=3... for large values of 1"
2024-01-11 at 9:22 am #69608Alexander KovelenovStaff -
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