multi UVW map channels

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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wastzzz
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Joined: Mon Oct 15, 2012 7:04 pm

Up vote for this feature.
Very limiting factor for me as well.
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RobSteady
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+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
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Karba
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RobSteady wrote:+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...
It doesn't work like this. 2 times more developers doesn't mean 2 times faster development.

Look at this vote:
http://render.otoy.com/forum/viewtopic.php?f=9&t=37045
multi UVW map channels have low priority.
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Obizzz
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Karba wrote: Look at this vote:
http://render.otoy.com/forum/viewtopic.php?f=9&t=37045
multi UVW map channels have low priority.
Right next to rounded edges and open subdivs which came with V2 ;)

Would it be easier to implement UDIM than multiple channels?
muski
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Joined: Wed Dec 07, 2011 9:12 pm

Karba wrote:
RobSteady wrote:+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...
It doesn't work like this. 2 times more developers doesn't mean 2 times faster development.

Look at this vote:
http://render.otoy.com/forum/viewtopic.php?f=9&t=37045
multi UVW map channels have low priority.
According to that survey we should have had multi UV's before network rendering. Network rendering is great but given that multi UV is used everywhere from games to arch viz it should be a core feature and not a low priority as you've mention. I understand that there is a lot to take on board from so many user requests but dismissing something that is clearly missing is not the way.
win10x64 | AMD 2920X | 128GB | bunch of 30xx's | max 2014/17
thekwen
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Joined: Sat Jun 01, 2013 2:26 pm

Multiple uvw is just essential.
It's a so basic feature to enable quick and productive texturing.
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Goldorak
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thekwen wrote:Multiple uvw is just essential.
It's a so basic feature to enable quick and productive texturing.
Without making promises as to timing, it is high on our to do list.
adriano.ol
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Posts: 25
Joined: Tue Nov 15, 2011 11:16 pm

Gave up using Octane for most of my projects.
I'm using Blender Cycles:
- Free as a bird
- Little less quality
- Slower (but lots of options to trick it)
- Much more control
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Goldorak
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adriano.ol wrote:Gave up using Octane for most of my projects.
I'm using Blender Cycles:
- Free as a bird
- Little less quality
- Slower (but lots of options to trick it)
- Much more control
Sorry, but as hard as hard as we try, we'll never be able to match the lower quality and slower speed of cycles. The other two we'll be able to address in 2.x.
visionmaster2
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:D
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