When I render TyCache my UVW's are broken. Viewport shows them correctly. I can get same result in Viewport as in render if I uncheck "UseĀ GPU instancing".
How to render them correctly?
In my example scene table and chairs are fractured with TyFlow.
For example my table object have 3 ID's. First is for texturing. Second and third is used to control "Property test (Texmap Intensity)". If i have checked "All available channels" in mapping operator then i have wrong first ID for texturing (for some reason in viewport i can see TyCache first ID correctly.)
To solve this I have used two mapping operators with unchecked "All available channels" and set them to 2 and 3 ID.
10-24-2019, 10:20 PM (This post was last modified: 10-24-2019, 10:21 PM by tyFlow.)
Oh, yes if you have Mapping operators in your flow they will override any underlying mapping values baked into a mesh.
Also notice that when GPU instancing is enabled, "ignore UVW overrides" is also enabled, which disables those overrides (because mapping overrides disable the benefits of instancing). This speedup is not available when GPU instancing is disabled, hence why you see the overrides and thus your baked mapping values are no longer visible.
Thank you for your explanation and fast reply!
Also I have small question about PhysX Bind in this scene. To achieve rock solid binding between fractured objects I have used Rigd(Joint) with very high Spring values, high time step like 1/16 and high PhysX Simulation/Pos It./Vel It. values. Is there more parameters that can influence movement between bindings? Or there is better way to achieve rock solid PhysX binding without high simulation values?
Generally you will need very high samples like that for rock-solid bindings, yes. The most bind-related solver setting is the pos iterations value in the general PhysX settings, which directly relates to bind accuracy. Don't be afraid to crank it up very high...48, 64, etc.