abstrax wrote:colorlabs wrote:As for baking to standard UV or object UV, I'm afraid I don't know the difference. I generally just play around with projections till I find one that fits right, then I right click to Generate UVW Coordinates if I need it to be UV mapped. It sounds like either of the two options would be better than nothing!
But what happens, if you use for example world or objects space in the noise? In that case the used UVW coordinates are independent of your UVW tag. In those cases you have to create a baked texture for each object.
Sorry, I don't know what you mean. I know almost nothing about UV. Honestly don't understand why people make a big deal about it, I've never encountered a problem that required me to learn about UV. But maybe this is it
If you explain the problem I'll try to understand. FYI I seem to remember Riptide simply renders to a plain old square. Maybe look there for inspiration.
abstrax wrote:colorlabs wrote:I don't like when external renderers mess with my scene / textures / tags. Ideally the Octane plugin would automatically bake each texture on export, and add an Octane tag to each relevant object, which contained settings like baked texture dimensions and maybe showed a preview. And perhaps it would have a button to replace the texture with the baked one, if you think that would be important for some people.
That is a lot harder than you think: Which sizes should the textures have? What happens if you have 1000s of objects, i.e. you have to create maybe 10000 textures or more...? I don't think C4D is flexible enough to allow one tag to hide all other object tags and to virtually create a UVW tag and texture tag and a virtual material. I.e. the only thing I can think of is to convert a whole scene using a seperate plugin (which might take a long time, think hours) and store the result as a new document, that has new materials, new texture tags, new UVW coordinates...
Sorry, I wasn't clear. The tag I propose does not hide any C4D tags, or alter any textures, it's simply a
hint to octane exporter. Textures should be 1024x1024 by default, and the tag allows me to change it. This is really the main purpose of the tag, as I can see it. As for thousands of objects, just warn me if it's going to generate more than 100 textures. Or just show a cancelable progress dialog.
Just to clarify further, this tag would change nothing about the way C4D displays the scene, but rather would just affect how the Octane plugin exports the scene. This will require a lot of trial and error on the user's part, exporting and re-exporting to Octane, but would still be worth it for me. So, no need for "virtual" texture/uvw tags or materials, nothing virtual about it. Just affects what Octane itself sees.
Doesn't need to be complex, just stick to reasonable defaults and I think it will be really useful.
(But yes another option if you'd prefer it, would be to emulate the noises and gradients in cuda shader code and submit it to Refractive
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