Modify UVs per Instance?

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Modify UVs per Instance?

Postby ptunstall » Sat Jul 08, 2017 10:29 pm

ptunstall Sat Jul 08, 2017 10:29 pm
I think I know the answer but I figured Id ask anyway. Is it possible to modify the position of UVs per instance?
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Re: Modify UVs per Instance?

Postby juanjgon » Mon Jul 10, 2017 8:53 am

juanjgon Mon Jul 10, 2017 8:53 am
Nope, sorry. In Octane, all the instances share the sane UV map values. You have the RandomColor node that you can use to modify the shading parameters of each instance, but not the UVs.

Thanks,
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Re: Modify UVs per Instance?

Postby mojave » Tue Jul 11, 2017 4:00 am

mojave Tue Jul 11, 2017 4:00 am
As Juanjo said this is not currently supported, but if what you want is to bake different instances into the same render target to generate a scene lightmap, in the next version you should find a UV transform value that will be applied per object layer and that affects to how UVs are rendered using the baking camera, which should do just the trick ;)
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Re: Modify UVs per Instance?

Postby ptunstall » Tue Jul 11, 2017 5:17 am

ptunstall Tue Jul 11, 2017 5:17 am
Unfortunately not trying to bake although I've used this feature a lot recently and what you're implementing is PRO!

I have 3000+ objects that are the exact same. I need to have a unique texture on each one. So I've created a 66x67 tiled 8k atlas of all these numbers and in houdini I've projected and transformed a UV shell to tile 1x1. At render-time I want to be able to transform this tile across the 0-1 space, so tile 1x1 then 1x2 then 1x3 etc. I'd use the modulo of X and Y to repeat as we go down in rows.

Not sure if your baking extension helps at all with this but us Houdini guys do weird shit like this all the time and we'd LOVE to have more control at render time, (huge ask I know!). Is this something that 3.1 will be able to support?

Many thanks for the replies!
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