Does Octane standalone handles multiple UV tiles?

A public forum for discussing and asking questions about the demo version of Octane Render.
Forum rules
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Post Reply
RBancone
Posts: 3
Joined: Sun Dec 09, 2012 12:36 pm

Hi All, I just downloaded the demo version of octane, and i would like to try it with a model that I did in zbrush.
My model has multiple uv tiles with different textures files associated to every tile. Is octane capable of handle multiple textures on model with multiple tiles? If yes how do I make it work? I searched the manual but i can't find any useful information about assigning multiple textures.

PS: For multiple UV tiles i mean this:
http://www.neilblevins.com/cg_education ... _tiles.htm
User avatar
FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Hi RBancone,

Sorry, no, octane does not support this kind of UV tiling.
You would need to do as the article says near the top, create 2 materials and assign the 2nd to the new texture.

Thanks
Chris.
RBancone
Posts: 3
Joined: Sun Dec 09, 2012 12:36 pm

Thanks for the rapid answer Fooze,

I'm new to Octane but as i could undersand, when I import an obj, Octane will use materials to distinguish different objects on which i can apply different Octane materials (is that correct?) .
So I could apply two different materials to my object faces (One per uv tile, if i have two uv tiles) in Maya and export the obj file.
But how do I have to setup the two different tiles? Do i have to make it overlap on the main uv tile to make Octane correctly handle it? I supposed this because as you say, octane "sees" only the first, main tile of the uv space so every tile should be translatet on the first tile..

Another question,
Are there any normal continuity issues with two materials applied on the same mesh?
User avatar
FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Hi RBancone,

If i'm understanding you correctly then:
1) yes, using different materials (one per UV tile) should work.
2) You should just be able to leave the UV's alone. Textures in octane will display as tiled, so UV's outside 0->1 should work (you just can't allocate different textures to them).

There shouldn't be any continuity issues with the normals.
Check out the deep channel kernel in geometric normals and shading normals mode if you want to check out the normals in octane.

Hope that helps.

Thanks
Chris.
RBancone
Posts: 3
Joined: Sun Dec 09, 2012 12:36 pm

Yes, your explanation helps! :)
I'm going to test It as soon as possible. Thanks!
Post Reply

Return to “Demo Version Questions & Discussion”