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Sarford
02-28-2006, 06:03 PM
Hi all,

I have a problem with UV textures. I have made a UV texture for some polys of my model. But when I render the model I get jiffies (the white lines just above the red dot).
I tried changing the texture format from Tiff to JPG, changing the size and placement of the texture but no show :(

Anyone know this problem and how to solve it?

To make the UV I've made a new UV map, selected the polys, cut them out, pasted them back in, made UV's from the selected polys, and merged the points of the selected polys back with the original model.

The texture is a RGB jpg with a black logo on a white background. I've inverted the texture in LW. The texture is used in the color channel and set to additive.

As u can see in the first 2 pictures, it doesnt matter where I place the texture, I still get jiffies. Picture 3 is the texture in modeler and picture 4 is the map itself (placing is off-centre, i know).

Any thoughts???

regards, Simon

jeremyhardin
02-28-2006, 06:29 PM
do you have your repeat options to repeat, mirror, reset, or edge? it looks like that might be a possible culprit.

you could also create a weight map where you want to use the texture, then use a gradient with the weight map input to keep it from showing up elsewhere.

Sarford
03-01-2006, 03:14 PM
Hi Jeremy,

thanks for ur reply. The tiling doesn't seem to be the problem, things don't get better when I change it.
Your weightmap solution is a bit too advanced for me at this point...

I found a problem within the problem though...
It seems the jiffies are OUTSIDE the UV map 8~
Look at the sceenshots and see the defined UV map in my mail above...
How can this be??? Did I do something wrong?

If I remove the texture map then the jiffies are gone.

help please *confused* :)

regards, Simon

ps: Is there a way to delete UV maps from ur model? I have three UV maps for the same area (diff. name though and I use only one) but I like to work neatly so...

Fozz
03-01-2006, 03:37 PM
Edit Maps/Delete Vertex Map removes the whole UV map.
And about the jiffies, you use the texture as a Transparancy map, right? Try using an alpha channel in the texture instead, and use it on the color channel. Think there might be trouble using transparancy maps on a uv mapped cut out piece like this.

Sarford
03-01-2006, 04:20 PM
Thanks for ur support Fozz, but sadly this didn't work out either :(

I think I will make a new UV map wich goes to the top of the (red) moddel, maybe that way I lose the jiffies :/
Anyone had this problem before?

I'll keep u posted

ps: Sorry I can't show u guys the whole model, its still classified

Sarford
03-01-2006, 04:35 PM
Problem solved. I made a new UV map as high as the model and the jiffies are gone. :)

Thanks for all the help guys! Apreciated :)

regards Simon

Dodgy
03-02-2006, 05:33 AM
The reason is the UV's need to cover the entire area which has the surface, other wise LW can't evaluate the edge polys (between UV's and non UV'd points) correctly.

bambam007
04-11-2007, 09:23 AM
Hi I have the same problem, only I cant make my uve cover the whole model as, a game limitation.
the uv it the mouth painted on and where it meets the skin - normal surface, there are flashing dots or jiffies asyou called them. I really need to fix this. Any further advice??