multiple UVs not working

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Rhino 3D (Export script developed by SamPage; Integrated Plugin developed by Paul Kinnane)

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multiple UVs not working

Postby deeKay » Tue Mar 28, 2017 1:20 pm

deeKay Tue Mar 28, 2017 1:20 pm
Hi,

running latest octane and latest rhino5 here, and I can't get multiple UVs to work.

they don't seem to get exported correctly from the plugin.

when I render with another renderplugin the same object renders correctly.

I attached an example of a plane with 2 custom mapping channels, but as far as I can tell it happens with any projector type and it is not dependent on geometry.

Could you maybe verify that the UVs in the second channel are broken somehow?

thanks,
daniel
[size=85]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Re: multiple UVs not working

Postby deeKay » Tue Mar 28, 2017 1:30 pm

deeKay Tue Mar 28, 2017 1:30 pm
looks like attachment didn't make it .. just seeing .3dm not supported. come on! :)

trying again with .zip!
Attachments
multipleUVs.zip
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[size=85]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Re: multiple UVs not working

Postby face_off » Wed Mar 29, 2017 2:14 am

face_off Wed Mar 29, 2017 2:14 am
Hi Daniel - thanks for providing the test scene. Does that geometry actually have multiple UV maps? I cannot see any difference between the 2 channels - they both appear to be the same. Are you able to post a render from the Rhino renderer showing how it should look?

Thanks

Paul
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Re: multiple UVs not working

Postby deeKay » Wed Mar 29, 2017 6:18 pm

deeKay Wed Mar 29, 2017 6:18 pm
Hi Paul,

I attatched another scene with two screenshots.

you are right the version i sent last time accidentally had the same custom projector in both channels, however it is not important in that problem i think.
in the new file it is a simple plane, it has surface map plus 45 rotated planar projector. but whatever I do I can not get the second channel to work, if inside the octane material i activate anything other than channel 1 I get no output in the texture channel(bump, normal,etc). it looks like map average plus bordermode color.

it is tough for me as it stops my current project where i have to use 2 mappings, 1 to assign different tile colours(texture pixels) to hundreds of objects within a single material and 2 to control the bump and displacement in real scale.

would you know any way to get the two uv maps out of rhino to standalone in some way,
meaning is there anyway I could add the two uv sets to one object in the node editor?

thanks!

daniel
Attachments
multipleMappings_.zip
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Re: multiple UVs not working

Postby face_off » Wed Mar 29, 2017 9:37 pm

face_off Wed Mar 29, 2017 9:37 pm
Hi - I am really sorry, but I cannot understand what you are trying to do here. If I render that scene with the Rhino render, I am not seeing two sets of UV's - it just renders with one. If you can set this scene up with a Rhino Material using the two channels, I can take a closer look.

EDIT: The simple solution to your issue is to split the mesh into two - one for each texture mapping channel, and assign a different Octane Material to each of the two meshes.

Paul
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Re: multiple UVs not working

Postby deeKay » Thu Mar 30, 2017 12:55 am

deeKay Thu Mar 30, 2017 12:55 am
Hi Paul,

i am not in the office anymore, but could you please try the following:
create a material with eg. a checker texture and assign it to the diffuse slot in an octane diffuse material.

and assign this material to the plane in the last file I uploaded.

there are two channels(surface and planar) visible in the object properties. (planar is 45° rotated so that channel should render visually differently when using stripes,squares and such)

If I start the render, and the go into the UV projection properties of the diffuse texture, and set it to UV set "2" i do not see the 45° rotated diffuse map, but only a single colour.


I hope like that you can see it too!

cheers

daniel
Attachments
multipleMappings_.3dm.png
[size=85]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Re: multiple UVs not working

Postby face_off » Thu Mar 30, 2017 3:14 am

face_off Thu Mar 30, 2017 3:14 am
I am really sorry - but you will need to send me a Rhino file which clearly demonstrates the problem, and I will take a closer look.

Paul
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Re: multiple UVs not working

Postby deeKay » Thu Mar 30, 2017 8:28 am

deeKay Thu Mar 30, 2017 8:28 am
file attatched!

mapping channel setup of all the planes is identical, only materials differ


mappingChannels.png


below is a rhino render

right column uses channel 2 for displaying the diffuse map
left column uses channel 1 to display the diffuse map




rhino render.jpg


here you see it all in one picture,
so the following things can be observed:
A- if a rhino material uses channel 2 and is rendered via octane it renders like using channel 1
B- if a octane material uses channel 2 and is rendered via octane it renders the average colour of the map
C- Octane open GL preview does not seem to take account of the UV set setting, and displays the map like channel 1

octane+rhino_Viewport (1).png


other render engine directly from rhino: (of course the octane material won't be picked up correctly, but the top row with rhino materials works as expected)

maxwell.png
Attachments
mappingChannelBug.zip
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Re: multiple UVs not working

Postby face_off » Thu Mar 30, 2017 12:00 pm

face_off Thu Mar 30, 2017 12:00 pm
Thanks for taking the time to put all this together. I understand what you are trying to do - and see that Octane is only reading the UV set 1 (ie. Mapping Channel 1). I'm not sure that the RhinoCommon API allows for getting Mapping Channels 2 onwards, but have put the question to the McNeel team. https://discourse.mcneel.com/t/accessing-mapping-channels-via-rhinocommon/42670. I will respond here when I know more.

Paul
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