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Schematic: Invalid pin (for a rotation)

PostPosted: Wed Jan 10, 2018 12:45 am
by Uhlhorn
Hi,

I have an user channel with a calculated Y rotation angle (float, 0…360) and I want to plug it into the texture Y rotation of an Octane material. But I get always an „invalid pin“ error.

How can I use my rotational value in a texture rotation?

(I have an animation what turns my mesh in the Y axis. And I have an schematic that is correcting the texture rotation so that the label is always in the front. And I need this correction as a texture Y rotation in my Octane material.)

Re: Invalid pin for a rotation

PostPosted: Wed Jan 10, 2018 1:39 pm
by Hesekiel2517
Hey there,

watch this video https://docs.otoy.com/ModoH/ModoPluginManual.htm#Modo/PluggingModoNodesintoOctane.htm

You have to create a "octane float value" rightclick, choose "add channel" and add a xyz float input. Then you can connect your Modo channel to the Octane Float Value node and this node into a transform node.

I hope that helps!

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Wed Jan 10, 2018 7:13 pm
by Uhlhorn
It does not work. And the video does not help unfortunately.

The Modo angle comes from left.

Image

Image

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Wed Jan 10, 2018 8:42 pm
by Hesekiel2517
Try the attached scene.

You need to use a transform which expects float values. I used the 3D transform.

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Wed Jan 10, 2018 8:59 pm
by Hesekiel2517
You can also use the modo texturelocator via the octane projection. I attached another scene

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Thu Jan 11, 2018 5:48 am
by face_off
How can I use my rotational value in a texture rotation?
The reason your example is not working is because you have exposed the Rotation X, Rotation Y and Rotation Z pins, however connections from an Octane Float Value and individual pins from an Octane Transform Value are not supported. Instead, use the Octane 3D Transform and plug your Octane Float Value into the "Rotation" pin.

Paul

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Thu Jan 11, 2018 10:27 pm
by Uhlhorn
Instead, use the Octane 3D Transform and plug your Octane Float Value into the "Rotation" pin.
Okay, this pin is not invalid. But the position of my texture is lost totally. I tried to modify the position, rotating and the scale of the texture, but I can not find it again.

Is there a way to show the Octans texture locater position?

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Thu Jan 11, 2018 10:31 pm
by Uhlhorn
Hesekiel2517 wrote:You can also use the modo texturelocator via the octane projection. I attached another scene
I already use the Octane spherical projection. I will take a look to Your scene files. Thank You.

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Thu Jan 11, 2018 10:47 pm
by Uhlhorn
My original texture has a Y position of 653 mm. When I use 3D transform and put in 653 (mm is not possible here) than I can’t see my texture. Is is possible that Modo and Octane are using different units? Perhaps I have to calculate the Octane units for 653 mm.

Image

Re: Schematic: Invalid pin (for a rotation)

PostPosted: Thu Jan 11, 2018 11:01 pm
by Uhlhorn
I can not find any information about this in the manual:
https://docs.otoy.com/ModoH/ModoPluginM ... =translate

But I found two little typos in the blue boxed text (too many hyphens):

Code: Select all
… use the Tex- ture Locator …

Code: Select all
… connect a Modo Texture Loc- ator to …


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