Direction of Textures

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cfrank78
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I made a little funny testscene after i saw the animation on the vimeo channel and wanted to apply my wood Texture (live DB - 1st Wood) at the Sphere. I saw the Texturing is different, than in the render preview. Look at the Pictures and you see what i mean:
1.jpg
2.jpg
Obviously there is something different with the UV Mapping i did in Rhino. I tried to rotate the Texture in Octane (Standalone) or to change the kind of how the texture shall be mapped. In Keyshot this is very simple to do - you have about 6 different types how to map a texture on the object.

How can i do this in octane - i cannot find it!

Please Help!
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Refracty
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just apply a spherical mapping in rhino
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matej
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Yeah, you'll have to map your UV excatly in the modeling app, because Octane cant do anything with image textures (except uniform scale).

Waiting for improvements (no, not improvements, but basic operations) in this area since ever... :|
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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cfrank78
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Refracty i know that i can do this in Rhino -

my question was how can i change this directly in octane? This MUST go. i can´t allways go back to rhino, change uv, make obj and import new....this would be competely useless. this must be possible in octane too. i just need to know how :-)

In keyshot i just double click the Material - change the way its mapped - done. How can i work like this in octane?

Thanks for your help - Kind regards Chris!
cfrank78
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Thank you for your answer Matej!

but......are you serious? You cant mean that. If thats true........lol......WHAT......???

No sorry, i cannot believe that!

This is not even basic - this is essential to any render Program - this must be possible!
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matej
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@cfrank78, atm in Octane you have:

1.) procedural textures, which have a transform node (RST), but are mapped only in (scene) global space (= useless for anything that moves)
2.) image textures, which have only uniform scale and are mapped only in UV space

That's all the functionality. Obviously very limited. We need at-least automatic coordinate assignment (auto projections), full transforms of all coordinates, multiple UV coordinate sets per texture... I'm repeating this stuff since I joined here, to the point I feel like a troll.. :? :lol:
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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cfrank78
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Matej - thanks again for your answer!

To be honest i am so dissapointed right now - i can not even descibe how much. To complein about this missing feature here is pretty useless, if you write you wait for this so long. How can that be? How can anybody with a huge interio scene work like this? I have sometimes Jewelry with about 30 different Materials - Oh my god. Octane just slipped from place 1 in my render list to place 4 - only brazil is under it.....


I am so dissapointed...

Thank you Matej for telling me this so clear!

Kind regards Chris!
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matej
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cfrank78 wrote:How can anybody with a huge interio scene work like this?
I guess we all got used to UV-unwrap all our models. This is especially redundant in fields like archviz, where a lot of (if not most) objects could be mapped with automatic coordinate projections: cube, cylinder, sphere, etc... And the ability to transform the coordinates is a must-have for fine-tuning the texture placement (and avoid wasting time on correcting UVs in the modeling app & re-exporting the whole scene - but we got used to that too ;) ).

Why Octane still lacks these fundamental things I'm not sure. If the devs have time to code optional candy effects, like lens flare, then it must be a problem of messed up priorities. Still, we must make our needs clear and request these features - eventually they will implement them.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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Refracty
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... or you rotate the source picture in Photoshop ;)

I know it is frustrating but we have to wait.
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matej
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I'll put this graphic to illustrate a few points (if any developer is reading this):
texcoords.png
1.) We need to be able to pick a coordinate source for some texture (UV, world global, object origin...)

2.) We need to be able to pick a projection for some texture (cube, cylinder, sphere, flat (when source is UV),...)

3.) We need to be able to fully transform these coordinates, with a transform node (scale XYZ, translate XYZ, rotate XYZ)

4.) In case of instances we need to be further able to diversify texture mapping by some object (instance) specific data, like: randomly generated for each instance, by it's position or by some other arbitrary data read from the .cvs (supplied by the modeling app)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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