I tried using this as a background for windows on a spacestation looking out into space ... there's just a huge vertical plane out there in "space" with a beautiful picture of a planet etc and I wanted to glow a bit to give a somewhat more realistic impression.
To test this, I just made a simple blender scene, a simple plane, rotated 90° on x to have it vertical and the camera just more or less frontally on it.
If I render this in Blender, the image is upside down on the plane and cropped .. i only see a small part, zoomed. I unwrapped the plane, thinking textures for texture emissions work the same way, but alas, I am wrong. Moving around the planes UV mesh does nothing. After a bit of trial and error I found the only thing that did something was the ScaleX parameter of the Image Texture node that feeds into the emsission texture node. But that was difficult to handle and just caused it to get tiled and still not in the right rotation.
So how are Textures for textureemission properly scaled, aligned, moved etc as done with normal UV mapping?
PS: the same file in Standalone behaves somewhat different .. the image is proplery on the plane, not upside down etc
Texture Emission with an Image
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Hi voon, it much easier to help when you add a screenshot and/or your .blend, so it is hard to say what went wrong.
May you can add your system specs to your signature, helpful if you have technical problems/questions.
Cheers, mib.
May you can add your system specs to your signature, helpful if you have technical problems/questions.
Cheers, mib.
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
Hi Voon,
I can't reproduce your problem here. Modifing the UV's should work just like a diffuse texture (only gotcha is that you need to exit edit mode before the changes are committed/updated to the octane engine).
I will allow .blend files, but in the mean time you can just zip it and attach the zip.
Thanks
Chris.
I can't reproduce your problem here. Modifing the UV's should work just like a diffuse texture (only gotcha is that you need to exit edit mode before the changes are committed/updated to the octane engine).
I will allow .blend files, but in the mean time you can just zip it and attach the zip.
Thanks
Chris.
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
Thanks Fooze .. maybe I'm doing something wrong or I ran into a temporary bug... I unwrapped it then scaled the UV map, turned it etc ... I hit TAB several times to go in and out of the modes, but the Texture in the render viewport stayed always the same. I'll attach the file then ... I hope it's not going to embarass me 
PS: Thanx MIB, saw it too late

PS: Thanx MIB, saw it too late

- Attachments
-
- SpaceTest.zip
- (76.94 KiB) Downloaded 243 times
Hi Voon,
I had to use my own image (your space one was missing) but i still couldn't get what you were getting.
If i mess with the UV's and exit edit mode it works. Also it is right way up.
What version of the plugin are you using? (i'm using 2.8).
Thanks
Chris.
I had to use my own image (your space one was missing) but i still couldn't get what you were getting.
If i mess with the UV's and exit edit mode it works. Also it is right way up.
What version of the plugin are you using? (i'm using 2.8).
Thanks
Chris.
Hm, I use the ones I can download on the download area .. the official ones (so nothing from a forumlink or so). In Windows Software Managament it lists as 1.20.2 - 2.4 I think. Same for Blender Octane.
I attach my image here, plus a screenshot of what I see on my two monitors in blender.
I attach my image here, plus a screenshot of what I see on my two monitors in blender.