Procedural textures don't stick...

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NemesisCGI
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I added the check board Procedural texture to an object, but the texture acted like a world co-ordinate texture. As the object rotated the texture stayed in place.

Any one know what I've done wrong or is this a bug?

My set up is as the instructions:
http://www.genesisvisual.com/LWOctane_d ... ction.html
Win 7 pro 64bit GTX780
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FooZe
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Hi Nemesis,

This is not a bug, it is the way procedural textures work in octane.
If you want the generated checks texture to stay put on the object as it's moving, then you will need to link it's transform values to the transform of the object, so that as it moves or rotates, so does the procedural texture.

You will need to double check with the lightwave folks on exactly how to do this in lightwave (i'm not a lightwave user) but as far as the octane core goes (and standalone 1.2) this should be possible.

Thanks
Chris.
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sigmamoon
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NemesisCGI wrote:I added the check board Procedural texture to an object, but the texture acted like a world co-ordinate texture. As the object rotated the texture stayed in place.

Any one know what I've done wrong or is this a bug?

My set up is as the instructions:
http://www.genesisvisual.com/LWOctane_d ... ction.html
yes Frooze is right

and juanjo gave us the solution

you can see inside the ZIP file of the plugin a sample scene named "dragon_procedurals_with_animation.lws", you ll can see your answer.

above all, look at tjhe node picture below, and say "thank you" to juanjo who make a nice jow :lol:
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procedural_nodes_fix objects.jpg
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gordonrobb
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It's good that there's a solution but really, isn't this a workaround? Even if you are not I greeted in animating objects (which a lot of people are), if you're workflow includes texturing individual objects and saving them to bring into other scenes, but maybe moving them into position, it's surely better is you at least have the choice to have the texture stick with the object (without 4 additional nodes I mean)
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sigmamoon
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thank you for your "thank you",
oops, I have certainly misread because I didn't see it.

whatever, we are agree with you, but it s the octane render restriction for now, and you can texture your object with simple uv map to get around the problem.
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gordonrobb
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sigmamoon wrote:thank you for your "thank you",
oops, I have certainly misread because I didn't see it..
Do you mean me? You know I'm not the guy that asked the question right? I knew about the world coordinates issue and solution. I just wanted to put my tuppence in to the conversation as it was a general (rather than LW) one.
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sigmamoon
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gordonrobb wrote:
sigmamoon wrote:thank you for your "thank you",
oops, I have certainly misread because I didn't see it..
Do you mean me? You know I'm not the guy that asked the question right? I knew about the world coordinates issue and solution. I just wanted to put my tuppence in to the conversation as it was a general (rather than LW) one.
Sorry :oops:
A BIIIIIG mistake
:lol:
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NemesisCGI
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Thanks for the pointers guys.
Wow, what a pain. Work around aside, it's not going to work with displacement models. I can bake those textures rather than use Octane's procedurals which now seam useless.

I guess baking animated procedurals into texture map sequence would have to be the work around for my project. Though Octane IPR does not update the image sequence either. Works okay on F9/10 though.

Shaun.

Next feature request. A baking camera. :)
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gordonrobb
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sigmamoon wrote: Sorry :oops:
A BIIIIIG mistake
:lol:
Hey no worries. :)
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sigmamoon
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NemesisCGI wrote:Thanks for the pointers guys.
Wow, what a pain. Work around aside, it's not going to work with displacement models. I can bake those textures rather than use Octane's procedurals which now seam useless.

I guess baking animated procedurals into texture map sequence would have to be the work around for my project. Though Octane IPR does not update the image sequence either. Works okay on F9/10 though.

Shaun.

Next feature request. A baking camera. :)

that s the only issue for me.
procedural texture is useless for animating project. octane is powerfull for very specific use and you must really think about it.

i try for each project to see if i can realize it with octane

for the moment i cant input it in my pipeline for my customers, only for my personnal projects.

one hand cause i dont have enought skills to control all the technical aspect of octane for my different projects

one other cause the time projets are really short (to have the best price) and my skill of lightwave is better

but i try each project to think about it

i hope many restrictions could be break or some new tools could appear, juanjo make a nice work for it
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