How to apply tyDiffusion Texture correctly?
#1
Good morning everybody [Image: smile.png]

I was trying out Matt Halletts nice tutorial (https://www.youtube.com/watch?v=j2qd-kLQY1Q)
And got a raw rib-eye steak texture.

But how do I make it fit correctly?

I am using Arnold Render and 3DS MAx 2025.
After generating the texture I saved it and rendered the generated object.
The object with the tySimpleHLSLMtl just renders as black/grey?

When I make a Arnold Material and add the saved texture it renders fine, except the texture do not fit?
I tried all the UVW map settings. Planar, Box, Sphere etc. None seems to fit?

In short: Can someone tell me the correct way to apply the saved, AI generated texture?

   
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#2
Did you bake the UVWs after you generated the texture? The projected UVWs are just as important as the generated image itself.

tyDiffusion has bake functions in the viewport buttons and the tyDiffusionTexGen modifier, depending on the method you're using to generate the image.
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#3
(08-27-2024, 01:22 AM)tyFlow Wrote: Did you bake the UVWs after you generated the texture? The projected UVWs are just as important as the generated image itself.

tyDiffusion has bake functions in the viewport buttons and the tyDiffusionTexGen modifier, depending on the method you're using to generate the image.

Sorry for being a total n00b, but I really dont see a bake option when using Image to Image and tyDiffusionTexGen?

Well I guess colapsing the stack to an editable poly will do, if someone is wondering?


   
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