Daniel_Ward wrote:Hi Guys,
the issue of being able to generate octane scatters on imported meshes I identified 2/11/2020 in XB4 still appears to be an issue?
Quote; Jobigoud wrote - "Thanks, very useful. At the moment meshes with UVs outside the UV unit square aren't supported correctly. We'll be working on a fix for this."
Cheers, Dan.
Hi,
Because these tools work on the CPU they don't have access to the texturing pipeline of Octane.
We will have a fix for a subset of cases: when the mesh has UVs outside the unit square and the texture is mapped with a transform. This is only for the culling map, the source object selection map and the transforms maps and only when the input is an image texture. It will not be supported for the relative density map due to its different approach.
I'll try to document the limitations of the tool here:
Geometry
- Texture and Vertex displacement are ignored when computing the instance positions.
- Normal maps are ignored when computing the instance normal (only geometric and smooth normals are supported).
- If the input surface has a non-uniform scaling factor the distribution by area will have a bias.
- If the input surface has a skewing transform the instances placed on it will also be skewed and their normals will be wrong.
UV mapping
- UV mapping for culling and transform textures: the projection is fixed to Mesh UV, using the first UV set and the border mode is fixed to wrap around.
- UV transforms won't work with procedural textures as input.
- UDIM/Image tiles won't work.
- UV mapping for the relative density texture: the UV transform is not supported.