UV on a Mesh ?

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UV on a Mesh ?

Postby Creative_Sheep » Sat Jan 19, 2019 1:23 am

Creative_Sheep Sat Jan 19, 2019 1:23 am
Is it possible to check if there are UV's on a mesh within Octane Standalone ?
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Re: UV on a Mesh ?

Postby bepeg4d » Mon Jan 21, 2019 1:55 pm

bepeg4d Mon Jan 21, 2019 1:55 pm
Hi,
yes sure, switch to InfoChannel Kernel, then to Texture Coordinates.
If the object is displayed as black, the mesh has no uvs.
ciao Beppe
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Re: UV on a Mesh ?

Postby FrankPooleFloating » Mon Jan 21, 2019 5:08 pm

FrankPooleFloating Mon Jan 21, 2019 5:08 pm
Nice tip Beppe. Also, Displacement only works on UVs, so if one popped a displacement on something and it didn't appear in IPR, then it has no UV. It would be nice if there was a quicker way than either of these though...
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Re: UV on a Mesh ?

Postby Creative_Sheep » Tue Jan 22, 2019 2:06 am

Creative_Sheep Tue Jan 22, 2019 2:06 am
bepeg4d wrote:Hi,
yes sure, switch to InfoChannel Kernel, then to Texture Coordinates.
If the object is displayed as black, the mesh has no uvs.
ciao Beppe


The documentation doesn't inform what I need to connect to the InfoChannel kernel to get the desired information; as I can't connect a geometry node which I thought what needed to be connected ?
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Re: UV on a Mesh ?

Postby bepeg4d » Wed Jan 23, 2019 12:42 pm

bepeg4d Wed Jan 23, 2019 12:42 pm
Hi,
you need to connect the InfoChannel kernel node to the render target node connected to the mesh geometry to be checked.
Or simply click the Kernel icon in the Node Inspector, then switch it into InfoChannel.
Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel.
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Re: UV on a Mesh ?

Postby Creative_Sheep » Mon Jan 28, 2019 1:34 am

Creative_Sheep Mon Jan 28, 2019 1:34 am
bepeg4d wrote:Hi,
Or simply click the Kernel icon in the Node Inspector, then switch it into InfoChannel.


With this method does the Info Channel kernel need to be connected ?

Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel.
ciao Beppe


I don't understand ? Also why when the Info Channel Kernel is not connected is the mesh rendering in wireframe ?
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Re: UV on a Mesh ?

Postby bepeg4d » Wed Jan 30, 2019 8:41 am

bepeg4d Wed Jan 30, 2019 8:41 am
Hi,
OctaneRender has four different kernels, Direct Light, Path Tracing, PMC (rendering kernels), and finally InfoChannel (visual information about the scene) .
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node.
If no Kernel node is connected, or is not present inside the Render Target kernel pin, and the pin is empty, the scene is rendered in InfoChannel Wireframe mode, by default.
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Re: UV on a Mesh ?

Postby Creative_Sheep » Sun Feb 03, 2019 6:46 pm

Creative_Sheep Sun Feb 03, 2019 6:46 pm
bepeg4d wrote:Hi,
OctaneRender has four different kernels, Direct Light, Path Tracing, PMC (rendering kernels), and finally InfoChannel (visual information about the scene) .
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node.
If no Kernel node is connected, or is not present inside the Render Target kernel pin, and the pin is empty, the scene is rendered in InfoChannel Wireframe mode, by default.
ciao Beppe


Beppe, what do you mean by this;
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node


and this;

Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel
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Re: UV on a Mesh ?

Postby bepeg4d » Fri Feb 08, 2019 4:46 pm

bepeg4d Fri Feb 08, 2019 4:46 pm
Any Render Target node can have the kernel node inside the pin (Collapsed):
22226A4E-547B-4642-A44E-DF5411C30513.jpeg

or connected to the kernel pin as external node (Expanded):
5AE5FA27-9365-49FB-9762-D88F164B7274.jpeg

so you can connect a different Kernel node, without losing the original node:
BC87AF53-2A00-42DB-94F3-A78353B937A2.jpeg

Alternatively, you can enable the Info passes/UV coordinates pass:
1AC80E90-0E0B-44FB-B513-7C4C499B3F54.jpeg

and click on the button in viewport, without switching the kernel:
5C3F1F0C-6E75-4B57-ACA6-2BD17326CF52.jpeg

ciao Beppe
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Re: UV on a Mesh ?

Postby Creative_Sheep » Sat Feb 09, 2019 3:20 pm

Creative_Sheep Sat Feb 09, 2019 3:20 pm
@bepeg4d
Any Render Target node can have the kernel node inside the pin (Collapsed):

What do you mean by, inside the pin ?

I still don't know how to prevent the mesh from rendering in wireframe ?
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