Texture image scales & unwrapping

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Post Reply
voon
Licensed Customer
Posts: 527
Joined: Tue Dec 17, 2013 6:37 pm

A newbie question: when I unwrap something (I use blender with the octane plugin) and chose a metal material from the livedb, that comes with image textures (say some rust/bronze etc) and is not purely procedural, the image is scaled wrong (zoomed). I noticed, when I scale the UV map manually to something much bigger than the texture used in blender, it gets better ... but I wonder if this is the correct way to do thing? it's a bit odd to have a gigantic UV map with a nearly invisible texture under it in the UV editor. I guess you don't work like this and actually use the scale attributes of image texture nodes?
User avatar
FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Whatever works for you should be fine.
I personally would change the scale of the image texture nodes.

There is one problem you can get if you scale your UV's a lot.
What can happen is that the UV co-ordinates span such a small range of the full 0-1 that they come across floating point precision errors.
This would only happen in extreme cases however.

Thanks
Chris.
Post Reply

Return to “General Discussion”