3ds Max :: Rendered Texture Is Not Exactly Matched To UVs

Apr 2, 2012

when i bake my texture, the rendered texture is not exactly matched to the UVs...in better words the rendered bitmap is a little expanded of each clusters of UVs. so with the distance of 0 i packed UVs it is a big problem because the rendered clusters will interact to each other. how can i tell 3s max to exactly match the rendered texture to the UV clusters?

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Is it possible to have a dynamic block with text which, when inserted into a drawing, will show the text orientation matched to the layout? I have a non-dynamic block which is simply a donut and a piece of text. When I insert it into a drawing, the text orientation will change to suit the orientation of the layout. I created another block with the same entities but I also added a couple of lines extending out from the center of the donut. I added stretch and rotation actions in order to rotate and stretch the lines. I also gave the block visibility states so that either one or two lines would appear (the block is a utility pole,by the way, with the lines representing guy wires). When I insert the dynamic block into a drawing, I cannot get the text to match the orientation of the viewport. I've tried changing different combinations of settings but the text won't appear horizontal.

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Capture.GIFCapture2.GIF

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[URL]

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I'm using Ulead VS 11. When I make a clip and render it as new video, the new video is repeating frames all over the place. As it renders I can see it happening. It's like the video renders minute/second 1:01, then jumps back to 1:00, then re-renders 1:01. All over the place. These repeat frames are not in the original video.

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I am uploading a clip to youtube as I write this, (will update when done) where I left the native audio in place the whole time (rather than add a music track) so it can be heard.

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I just bought Video Studio Pro x4

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