Search found 7 matches
- Tue Mar 27, 2018 8:16 pm
- Forum: Lua Scripting
- Topic: Update UV Transfrom from script?
- Replies: 4
- Views: 4134
Re: Update UV Transfrom from script?
Any more help on how to update the rotateZ and scaleX & Y for a texture (NT_TEXT_IMAGE)?
- Mon Mar 19, 2018 11:36 am
- Forum: Lua Scripting
- Topic: Lua script repository
- Replies: 8
- Views: 59988
Re: Lua script repository
Super topic!
- Mon Mar 19, 2018 11:28 am
- Forum: Lua Scripting
- Topic: Update UV Transfrom from script?
- Replies: 4
- Views: 4134
Re: Update UV Transfrom from script?
Currently I'm trying something like this but it's not working right.
Code: Select all
node:setPinValue(octane.P_TRANSFORM, octane.matrix.make3dTransformation({0,0,rotate}, {repeatX,repeatY,0}, {0,0,0}, 2))
- Fri Mar 16, 2018 8:25 am
- Forum: Lua Scripting
- Topic: Update UV Transfrom from script?
- Replies: 4
- Views: 4134
Update UV Transfrom from script?
Hi,
How can I update UV Transfrom (NT_TRANSFORM_VALUE) from code?

Thanks
How can I update UV Transfrom (NT_TRANSFORM_VALUE) from code?

Thanks
- Fri Feb 16, 2018 9:42 am
- Forum: Unity
- Topic: Drive Octane Render programmatically from C# scripts
- Replies: 7
- Views: 5107
Re: Drive Octane Render programmatically from C# scripts
This sounds super!
- Wed Feb 14, 2018 6:40 pm
- Forum: Unity
- Topic: Drive Octane Render programmatically from C# scripts
- Replies: 7
- Views: 5107
Re: Drive Octane Render programmatically from C# scripts
Do we have some kind of basic support like StartRender/PauseRender and Render To Texture?
or maybe we ca use GameObject.Find("PBR Render Target") or something similar?
Best regards,
Bogdan
or maybe we ca use GameObject.Find("PBR Render Target") or something similar?
Best regards,
Bogdan
- Tue Feb 13, 2018 5:45 pm
- Forum: Unity
- Topic: Drive Octane Render programmatically from C# scripts
- Replies: 7
- Views: 5107
Re: Drive Octane Render programmatically from C# scripts
Can we you have some basic support like start/pause render and render to texture?
Is it possible to access PBRRenderTarget in the current implementation?
Is it possible to access PBRRenderTarget in the current implementation?