i am using blender 2.37
yafray 0.0.8
when i try to render with yafray the uv map doesnt show up, the bump map(normal map) does show up. Both show up when i use the internal render feature. what could be the problem and has anyone had this problem?
that sounds frustrating, and i can relate. but, from the other thread, it sounds like the material is the problem. applying UV images is a bit too complicated IMO. verify that the correct image is applied in the UV window ( in face select mode, select the mapped faces. the image should match in the UV window ) then verify that you have the same image applied in the material textures. when editing images, i often find that one or the other is incorrect, so it is best to go back and update the image manually. hope this helps.
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The TGA file is inlcuded here, use it in the Blende file. UVmap002.zip 64.0kb
NOTE: If the page is “Not Found”, then click reload a few times, my server is sucking lately. Those darn ISP people at Verizon!
It is Packed, that means the TGA image file is imbeded into the Blend file. If you want to see the TGA file in photoshop (or any other program, you need to unpack the file contents). TexFace button is not use here, so why use it?
thank you thank you thank you after 2 weeks of searching my problem is solved, the settings were all correct in blender, i verified that with the setting spin gave me.
the problem was within the tga format that i was using.
yafray works with a 24bit tga file not the 32 bit i was making in photoshop.
You probably won’t see this anymore, but just in case. That sounds really peculiar, this could have something to do with all the other people having similar problems with uv mapping.
First I ever hear of this though, never had any problems with 32 bit tga’s, which I assume contain an alpha channel(?).
Can you or anyone else post an example of this particular tga type created with photoshop?
not sure if this will work, my browser would not display it, but i made a test file in photoshop, and i got the same result. yafray will not render it at 32 bit.
Well, don’t know what you did, but I had no problems getting it to render in yafray. So either you forgot something or this is yet another weird platform specific thing.
Though the yafray output as posted by rexprime on the yafray forum did indicate that there were shader name duplicates, making yafray ignore the assigned texture.
So the problem might in fact still be something else and have nothing to do with this, still can’t say what it is exactly without seeing an actual blendfile.
in the yafray forum the several parts of the model used the same texture/map
so i tried one object(uvsphere) and one texture and it still didnt render with the 32 bit tga no duplicate errors. the moment i tried 24 it worked. with no duplicate issues.