Thanks Even, I have added your Iridescent TV to the gallery. I don't think I have ever played with iridescence, but it looks very interesting.
The DirectX version has some 16 bit limitations for the graphics which limits the number of vertices or triangles that can be processed. A model can look bizarre when the limit is passed. For models that need many triangles, please try the OpenGL version if your using the DirectX version. There are still some features yet to be fixed for the OpenGL version but it does not have this 16 bit limitation.
I have never had much of a chance to work on textures for Seamless3d III as there have been so many essential features demanding my attention.
For a nurbs patch to be textured, you need a stem node plugged into a nurbs patch node and a texture mapper plugged into the the stem node. You also need a TextureEffect node plugged into the seamless node.
This old tutorial that pre-dates seamless3d III on how to use the TextureMapper should still mostly apply to the current version:
http://www.seamless3d.com/tut/texture_mapping/index.html
I can upload a working textured patch example if you want but I would advise waiting for the next version of seamless which should have a number of issues regarding textures ironed out for Seamless3d III.
Depending on how kind events play out in the coming weeks, I hope the next version I upload will not only let a seamless node (a model) allow for multiple texture files but also allow a combination of color per vertex and textures but currently you can only have one texture file per seamless node and every patch plugged into the seamless node must be textured when using a TextureEffect.
regards