Is there a standard/proper workflow for texturing a sphere in C4DtoA?
I was just playing around with UVs and different sphere types and noticed I can't seem to find any settings that produce results without distortion, absurdly visible seams, etc.
For example, is the best practice to keep the mode to standard, turn off "render perfect", and us catmull-clark subdivision in the arnold tag? That's been my typical workflow but I recently noticed when I take a closer look things are a bit off.
Perhaps the only solution is to use a spherically mapped texture?
Any guidance/comments anyone has on this would be greatly appreciated.
Thanks!
Solved! Go to Solution.
Solved by peter.horvath6V6K3. Go to Solution.
To further clarify. How do I avoid this sort of thing?
After further experimentation. Even a spherical texture doesn't show up quite right when this is the case.
Arnold has a sphere primitive (which is the equivalent of the 'Render Perfect' option) which is currently not used, and the polymesh is exported instead. It's on my todo list, probably it will help in your situation.