Karba wrote:
At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.
What does that mean? You don't have to export multiple channels for all models. Only for those that are using it.
Or is there smth i'm not geting?
If it's not working then why did you guys announced it at all?
Can't you like 1st implement it properly and then do the announcements?
Suv
[edit]
Looks like Lightwave has it:
juanjgon wrote:This is the first beta build of the OctaneRender™ 2.2 for LightWave™ plugin. This 2.20.1 release is available for Lightwave 10.1, 11.6 and 2015.1 Windows x32/x64 and OSX x64
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RELEASE 2.20.1
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* NEW FEATURES:
- New mesh functions to support multiple UV maps. Currently Octane has been enabled to support up to 3 UV maps in each object.
...
So what's the deal?