azen wrote:...
Regarding the feature request - this is something that needs to be implemented in the OctaneRender Standalone, not the Blender plugin. Implementing at the OctaneRender level, and then exposing the feature through the plugin, is the most stable approach to implementing this feature. Invoking workarounds to create an approximation of this feature may be possible, but could be liable to break in unpredictable ways in future releases. The best option would be to push this feature request to the OctaneRender Core Developers - I will initiate contact with the core developers regarding this issues.
If we are able to get the ball rolling on that, then the best we can do on our end is wait for the feature, and then expose it to Blender via the plugin. I will see what feedback I can get from the developers.
Cheers,
Azen
DrawFun wrote:Hi all, sorry about the inconvenience.
For now, we have set this feature as high priority. But as azen mentioned before, we can support up to 3 uv sets( like 3ds max/maya plugins) instead of 8 sets in cycle.
Hopefully it will be added in 14.3 release.
Thanks.
suvakas wrote:Octane has this feature since forever. Also other plugins have it.
I explained this to you half a year ago.
Please see this link:
viewtopic.php?f=32&t=61644&start=20
I don't get it, what is holding you back?
The reason "we need to wait until version X of Octane gets released" is not valid.
It is already implemented inside the engine and other plugins.
I'm a programmer and it doesnt seem to be very hard work. Just read the UV coords from Blender and pass them to Octane.
Shouldn't take more than a day to implement and not 6 months.
The lack of support is just out of this world...
Suv
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