I was wondering about how octane's texture scale/rotation/positioning relates to blender's mapping, particularly where I use 'Cube' mapping co-ordinates (which place textures according to the X-Y-Z co-ordinates) so I rendered out some tests. (BTW I use 'cube' to map the texture co-ordinates for stone walls)
I was pleased to discover that while I knew that Octane relies on there being a UV map in order to place the 2d texture, there is a way to generate a UV map which places the texture in the right orientation and scale. My method is as follows
1)In blender, after finishing the modelling of the mesh making up the walls, I go into edit mode (Tab) and select all vertices.
2) Press U to give unwrap options.
3)Select 'Cube Projection'.
4)Go into object mode.
5)Render via the export script
And voila! The bricks are in the right place at the right size aligned as they would be in blender.
I attach a VERY rough test to illustrate a stone texture.
BTW, if a developer reads this, a facility to locate the centre point of a texture, with its real-life size and 3d alignment would be fantastic... Otherwise how do you scale/locate things like ceiling tiles accurately? Perhaps if this could be mapped from an empty in blender????
Thanks for reading!