
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.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.
Marcus,abstrax wrote:.
That does not mean, that we will drop everything, go to the Bahamas and take a holiday for the next 10 years![]()
Yes, we will tick that off, before we head to the Bahamas, but not before we releases 1.0Seekerfinder wrote:Marcus,abstrax wrote:.
That does not mean, that we will drop everything, go to the Bahamas and take a holiday for the next 10 years![]()
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
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.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.
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 ?