Hi,
Attached is skp file to test.
Looks like mapping of texture does not work in all cases.
Yours
Pascal
pb with UV Map
- Attachments
-
- uvmapoctane.zip
- skp file
- (305.89 KiB) Downloaded 224 times
Hi,
I think I have an idea of the source of this issue. But do not know how to fix it.
The faces of the flowers have no material applied, but uv map information exists for the faces.
When applying material to the parent group object, SU uses correctly the uvmap information of the faces.
But if you try to apply texture directly to the faces with SU tool , uvmap is reset/lost.
I think same thing occurs when Octane gets the geometry/materials.
A way to make it work would be to substitute texture without resetting uvmap, like SU ThruPaint tool from Fredo is doing.
Yours
Pascal
I think I have an idea of the source of this issue. But do not know how to fix it.
The faces of the flowers have no material applied, but uv map information exists for the faces.
When applying material to the parent group object, SU uses correctly the uvmap information of the faces.
But if you try to apply texture directly to the faces with SU tool , uvmap is reset/lost.
I think same thing occurs when Octane gets the geometry/materials.
A way to make it work would be to substitute texture without resetting uvmap, like SU ThruPaint tool from Fredo is doing.
Yours
Pascal
Cool! Thanks mate.ppoublan wrote:Hi,
I think I have an idea of the source of this issue. But do not know how to fix it.
The faces of the flowers have no material applied, but uv map information exists for the faces.
When applying material to the parent group object, SU uses correctly the uvmap information of the faces.
But if you try to apply texture directly to the faces with SU tool , uvmap is reset/lost.
I think same thing occurs when Octane gets the geometry/materials.
A way to make it work would be to substitute texture without resetting uvmap, like SU ThruPaint tool from Fredo is doing.
Yours
Pascal
I'll try to fix that using your tips
Hi Fuzzi
Just want to add some explanation why it would be useful to keep UV Map of faces that are inside components/groups and do not have texture applied (texture is applied to the comp only).
This way you can have multiple instances of the same component with different textures applied on top of the componenent. If not, you have to make each component unique, to be able to apply texture at the face level within the component.
Here is an example with only one component and 4 textures applied to the components. Yours
Pascal
PS1 : sorry for all those questions, but I'm so enthousiast, cant wait to use this amazing integrated render into SU.
PS2 : did not check all other renders, but those I have tested (Thea and Twilight) does not support it (same error), but it may be a "plus" for Octane.
Just want to add some explanation why it would be useful to keep UV Map of faces that are inside components/groups and do not have texture applied (texture is applied to the comp only).
This way you can have multiple instances of the same component with different textures applied on top of the componenent. If not, you have to make each component unique, to be able to apply texture at the face level within the component.
Here is an example with only one component and 4 textures applied to the components. Yours
Pascal
PS1 : sorry for all those questions, but I'm so enthousiast, cant wait to use this amazing integrated render into SU.
PS2 : did not check all other renders, but those I have tested (Thea and Twilight) does not support it (same error), but it may be a "plus" for Octane.
Hi mate!ppoublan wrote:Hi Fuzzi
Just want to add some explanation why it would be useful to keep UV Map of faces that are inside components/groups and do not have texture applied (texture is applied to the comp only).
This way you can have multiple instances of the same component with different textures applied on top of the componenent. If not, you have to make each component unique, to be able to apply texture at the face level within the component.
Here is an example with only one component and 4 textures applied to the components. Yours
Pascal
PS1 : sorry for all those questions, but I'm so enthousiast, cant wait to use this amazing integrated render into SU.
PS2 : did not check all other renders, but those I have tested (Thea and Twilight) does not support it (same error), but it may be a "plus" for Octane.
Thanks for putting time into this!
I haven't checked the issue yet (I'll check it soon) but I can tell that if you have multiple Component with different textures Octane won't treat them as unique components, they are still going to be instances of one definition with different textures. Octane4SU is really flexible in regards of instancing and saves you a lot of memory.
Cheers!
Bro