Home › Forums › Graphics / Blender › UV orientation changes when sneek previewing
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2021-11-09 at 1:30 am #46839PascalCustomer
Maybe its to late at night and I don’t see the obvious. In that case, let me answer the question by my self tomorrow.
I box-project a cube and put a texture onto the UV. The orientation in blender is different than in the sneek preview. Why?(Verge3D 3.8.1 for Blender 2.93.5, Linux)
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You must be logged in to view attached files.2021-11-09 at 2:21 am #46843xeonCustomerSince you are using material nodes assign the UV map via the node editor and you should be fine
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-11-09 at 11:45 am #46858lichtundschattenCustomerWell, I thought so. But adding the UV Map node changes nothing in this case.
(Verge3D 3.8.1 for Blender 2.93.5, Win 10)
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You must be logged in to view attached files.Licht und Schatten Rendering GmbH
Studio für Rendering und Animation2021-11-09 at 12:16 pm #46861Mikhail LuzyaninStaffHm. strange behavior. Can you share the file?
Co-founder and lead graphics specialist at Soft8Soft.
2021-11-09 at 12:55 pm #46863lichtundschattenCustomerYes, here you can download the blendfile:
https://www.dropbox.com/s/gbik39sc00fbz01/box-uv.blend?dl=0It is just the default blender scene. I scaled the box and applied the transformations, then unwraped uv and added the texture. Then hit Sneak Peek.
Licht und Schatten Rendering GmbH
Studio für Rendering und Animation2021-11-09 at 6:21 pm #46868xeonCustomerHey there…just tried it out. Your scene is very simple so after a few tests I was able to isolate the issue to the shader nodes.
Step 1. Save the wood diffuse.jpg
Step 2. File > Clean Up > Unused Data Blocks
Step 3. Select Cube
Step 4. Create new material
Step 5. Add Image Texture Node….and open the wood diffuse.jpgTest in Verge3D … all is good.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-11-09 at 6:25 pm #46869xeonCustomerThe more I dig into it the more I think the issue is isolated to the packing of the file. An error may have occurred during its original processing. As a test, I just dumped the image and reloaded a local copy and it’s working fine.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-11-09 at 8:41 pm #46870PascalCustomerHey xeon, thank you very much for testing! I am just setting up to also dig in further on, with your feedback.
The more I dig into it the more I think the issue is isolated to the packing of the file.
The screenshots of the scene and browser with the problem was taken before packaging. Packaging happened just before the upload.
The problem showed up first in a much more complex scene. I wanted to break it down within the scene itself, but it did not work. Then, I went the other way round and started up a new blendfile. There, I use the default cube, scale it, apply all transformation, then uv box project and setup the material node like shown. I repeated the same procedure on my Linux system and also on my Win10 system. Same thing on both.2021-11-09 at 9:16 pm #46871PascalCustomerOk, your feedback was very helpful to tackle down the problem.
When I open the wood_diffuse.jpg in Gimp, I get a messages that tells me that the jpg contains Exif meta data about the orientation.(and ask if I want to use it or not) So my conclusion is: Blender does not use the metadata, but Verge does. Please double-check if it is this way, or the other way round.
I wonder if this is something to bug-report to blender, what do you think?
2021-11-09 at 9:47 pm #46872xeonCustomerI would think that since you want Blender and Verge to have the same interpretations / UV space of the image…you would just remove the Exif metadata and that would be the final solution. I don’t know if this is a bug that would be up to the guys at Soft8Soft. To me it sounds like just a requirement of the file format.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-11-10 at 10:46 pm #46899PascalCustomerThere is a report at https://developer.blender.org/T92977 that leads to another at https://github.com/KhronosGroup/glTF-Blender-IO/issues/1443 about the problem.
Maybe it is easy to just erase the exif information from jpgs, if any is found, during export to glb/gltf?
2021-11-10 at 11:21 pm #46900xeonCustomerI don’t think it should be a Verge thing but that’s my opinion. I would think you can handle this through almost any image editor and through blender itself. Just expert the image from the viewer and save a jpg.
If anything verge could just throw an error and not load the texture and you would get a black object ?
Lots of options. In the end I think it’s up to the graphics developer to do it.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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