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Texture only shows when Texture Editor is open

Last post 15/11/2009 14:35 by Simon Florimond. 4 replies.
  • 03/10/2009 19:40

    Texture only shows when Texture Editor is open

    I think I have a texture applied to the model, but the texture only appears on the model when I have the Texture Editor window open. I've tried setting the viewport to Textured and Textured Decal, but neither work.

    Also, when I export the model it looks like the texture is applied, but the model has no UV coords. Not sure if that's related or not. When I have the Texture Editor window open and can see the texture on the model the UV coords seem fine.
  • 05/10/2009 17:26 In reply to

    Re: Texture only shows when Texture Editor is open

    This is weird, I haven't had this problem so far. There is one thing you can try though:

    Open the rendertree (7) and double click the material node (the orange one). Switch to the tab OpenGL Display. There is a parameter called Mode which is set to "track render tree" per default. From the dropdown list choose Track shader. Now you can choose which image node you want to see in the viewport by chooseing the appropriate node in the Shader dropdown list underneath.
    You can even view a custom image by choosing Use specifiv Image/UV pair.

    Hope that helps,

    Best Regards,
    ruediger

  • 06/10/2009 3:14 In reply to

    Re: Texture only shows when Texture Editor is open

    Not sure what happened. I imported the model I saved a couple days ago, and the texture showed up perfectly. And the problem with the texture UV coords not working in the game was that all the model's UV coordinates were < 0 and texture clamping was turned on.

    I think everything is working now.
  • 04/11/2009 15:37 In reply to

    Re: Texture only shows when Texture Editor is open

    I had the same problem last night.  The DirectX9 preview showed my object textured, but the Textured and Textured Decal settings only shows a texture when the Texture Editor is open.  Otherwise the box is completely black (perhaps zeroed out uv coords?).  The exported version of the box also shows up as black in the XNA project. 

    In the Material Editor, I noticed that the material I applied does not render a proper thumbnail.  The apple object is completely transparent.  Is this normal for XNA materials? 

    Marshall


  • 15/11/2009 14:35 In reply to

    Re: Texture only shows when Texture Editor is open

    Marshall Belew:
    In the Material Editor, I noticed that the material I applied does not render a proper thumbnail.  The apple object is completely transparent.  Is this normal for XNA materials?

    "XNA materials" in Softimage are actually real-time shaders. If you are using the Crosswalk pipeline, you need a DirectX effect node connected to the material's real-time port.

    You should check your material's render tree. Probably there is no mental ray node connected to the material's surface port. In that case, the shaderball is transparent because Softimage doesn't find a mental ray node to render the shaderball. Don't worry for that, this is not a problem as long as there is a valid DX Fx node connected to the material's real-time port.



    Alternatively, if you are exporting FBX files, it seems you will need a simple Phong shader node connected to the surface port, and the DX Fx node is of no effect.

    There are a couple of options in Softimage to use the hardware renderer to draw the shaderball. In the Scene Render Options, you can switch the Scene Renderer from mental ray to Hardware Renderer. This is a per scene option. You can also overwrite the renderer used for the shaderballs with Preferences -> Shaderball -> Renderer. I don't use these options in Softimage Mod Tool Pro 7.5; it makes the software too unstable on my machine. But it works fine in Softimage 2010.
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