OctaneRender™ Standalone v1.0 RC 1 [obsolete]

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enricocerica
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Well, I hesitate to ask for something as my two previous request were already implemented, anyway I try ;)
I there a way to shift a texture horizontaly and verticaly to customize the mapping ? If not, I think this would be a great and useful improvement.
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TBFX
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enricocerica wrote:Well, I hesitate to ask for something as my two previous request were already implemented, anyway I try ;)
I there a way to shift a texture horizontaly and verticaly to customize the mapping ? If not, I think this would be a great and useful improvement.
+1 and have repeat/no repeat options with an input pin for what appears outside the texture if repeat is off. Plus mirror options.

T.
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Seekerfinder
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abstrax wrote:.
That does not mean, that we will drop everything, go to the Bahamas and take a holiday for the next 10 years :)
Marcus,
First, well done to team Otoy (though I would feel a bit odd having lost the best 'beta' software on the planet with V1 & all)
Second, any chance you guys could tick that 'ol SHADOW CATCHER todo off the list before you head for the Bahamas?

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abstrax
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Seekerfinder wrote:
abstrax wrote:.
That does not mean, that we will drop everything, go to the Bahamas and take a holiday for the next 10 years :)
Marcus,
First, well done to team Otoy (though I would feel a bit odd having lost the best 'beta' software on the planet with V1 & all)
Second, any chance you guys could tick that 'ol SHADOW CATCHER todo off the list before you head for the Bahamas?

Seeker
Yes, we will tick that off, before we head to the Bahamas, but not before we releases 1.0 ;)

It's on our to-do list like lots of other things.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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pixelrush
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>Just so long as it's an option and not hard coded as the deep channels would be useless for thier intended purpose if they don't match the hero renders DOF settings.

I don't see why. How does DOF relate to checking normals or material indices for instance? I want a clear view not one too blurry to see the desired info because its out of focus.
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TBFX
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pixelrush wrote:I don't see why. How does DOF relate to checking normals or material indices for instance? I want a clear view not one too blurry to see the desired info because its out of focus.
Yeah I get that you want a clear view if you are just checking normals etc. and I didn't say you shouldn't have that option. All I said was it needed to be an option we can turn on or off as these passes are of far more use than just a visual normals check, but for these uses the DOF needs to match the full colour render.
Some examples:
Shading normals - Post relighting/modification in compositing
Position - any amount of compositing tricks and masking can be achieved with this pass.
Z depth - Atmosphere and fog added in post is just one example.
Material ID - Used as a masking channel in compositing to seperate out pieces of the render.
Texture co-ordinates - this along with the shading normals pass can allow texture manipulation in compositing.

Geometry normals probably could be hard coded but just because I can't see a use for it I wouldn't want to hinder someone else who can and if you are going to have the option for the rest it's probably better to keep it consistent.

T.
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pixelrush
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@TBFX, ok then, optional. I'll ask for a Disable/Enable DOF button instead then. :geek:

@Raytracey, so there is no beer on offer for on the fly manual editors :cry:
OK well I 'll leave you to your own devices then :P
Remember some of us have already spent a lot of time over the past 3 years helping out on the forums for the good of Octane and through thick and thin....unfortunately the gratuitous goodwill has worn a little thin over that time ;)
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RayTracey
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pixelrush, thanks for the useful tips. I'll buy you a beer if you come over to AKL :)
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smicha
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enricocerica wrote:Well, I hesitate to ask for something as my two previous request were already implemented, anyway I try ;)
I there a way to shift a texture horizontaly and verticaly to customize the mapping ?

+1111111111111111111


I asked about this in at the beginning of this topic. And is there a way to displace/rotate/mirror image textures (prior uv mapped in 3d software) for instances. An option for random displacement of such image textures on instances would be so useful.
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manalokos
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Multiple UV mappings would be a great improvement too!
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