Circular sine wave texture problem

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smicha
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The problem is shown on the screenshot.
It seems that the center of the pattern is far away from the object center (or texture center?). I checked whether this issue is due to the exporter - 3ds max and sketchup - I get the same results.

The problem is gone when the exported object is centered at origin (0,0,0).

Is it something I am doing wrong, or this is a bug? How to set the center of the texture to the center of a circle?
Attachments
sinwave-circular.jpg
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Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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smicha
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And here is confirmation that the center of the circular sine wave pattern is always at global origin. I used instancing - for the placement at origin the center of a pattern is as it should be. For the second instance the center of the pattern is still at origin, instead of in the center of the instance.

Is is intended? Can it be fixed to get a center of the circular wave texture located at a center of an object?
Attachments
sinwave-circular3.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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LudovicRouy
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Procedural textures are 3D but use world coordinates origin 0,0,0 you must offset position manually (in standalone) if you want to use it.

And the worst is when you use it with object animation, textures "slides" on it because of the lack of uvw linking (it remembers me my first test with a checks node on cube).

Never heard if they want to do something in a next release to correct this (correct me if i'm wrong).

the only workaround i've found is to use 3D procedural from cinema 4D and convert them into maps, now that i've got C4D plugin i will try to link object coordinates to textures with a little Xpresso node.
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smicha
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LudovicRouy wrote:... you must offset position manually (in standalone) if you want to use it....
I tried - no way to set it in this case
LudovicRouy wrote: Never heard if they want to do something in a next release to correct this (correct me if i'm wrong).
That would be such a loss. Please take a look at next render why I need it so badly. I can reproduce one such disk, at (0,0,0) but I need them more in my model.

OCTANE TEAM please fix it asap if this is possible.
Attachments
disk2.jpg
disk.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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smicha
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I managed to set two instances with translation node pinned into sine wave texture. The node graph editor has so many nodes just for two. But I need about 100 :shock:
Attachments
disk3.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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bepeg4d
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well done smicha, you can put all the materials nodes inside a mat-macro node ;)
it would be nice to connect the placement of the obj with the trans of the mat for instant update :roll:
ciao beppe
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smicha
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bepeg4d wrote:well done smicha, you can put all the materials nodes inside a mat-macro node ;)
it would be nice to connect the placement of the obj with the trans of the mat for instant update :roll:
ciao beppe
Thanks beppe.

I tried to join translation nodes of the placement and texture nodes. There is one problem. They work in the opposite directions. +1 in x translation moves the object to the right, but texture to the left. So there is a need of multiplying translation value by -1 to connect them together. If OCTANE TEAM would be so kind and introduce math functions for joining different floats (values nodes) like multiplying by a constant that would be useful.
Attachments
disk4.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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LudovicRouy
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I've already ask this feature but have no answers :( math fonctions would be great for many tweaks in octane, maybe this mean more connectors and more complex nodes ...
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vinz
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The simplest way stay to build a concentric circles texture map, and apply it onto the uvmaped object ... that's what i do for object that need this kind of circular aniso.
by the way linking generator with uvmap would be great feature for animations ... i hope something will be done in this side.
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LudovicRouy
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The C4D plugin help's me that way !

Now i've got an xpresso that translate object's PSR to generator transform node and it works perfectly, next step is to translate this in coffee (not so hard because i've used a coffee node to make all the math's functions).
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