Lua script for texture animation?
Thank you Grimm
wow, I just thought about idea of animated HDR backgrounds/skies..& remembered I've seen a thread on forums about animated textures..
curious how it is going on? is it possible? what are the limitations & so on =) it would be so awesome to have this feature! =)
curious how it is going on? is it possible? what are the limitations & so on =) it would be so awesome to have this feature! =)
The script should still work with the new version, if it doesn't let me know. Here is another little test video I did with two animated textures, a hdri and a movie, running at the same time. The animation is controlled with an Alembic file.
Last edited by grimm on Sat Sep 26, 2015 6:15 pm, edited 1 time in total.
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Many thanks mr. Grimm, you just saved my life. Well, figuratively speaking at least.
Perhaps this will help someone though:
I have a 2500 frame animation and two separate texture sequences, each only 150 frames long, one starts at 400 and finishes at 550 and the other one at 1300 and then finishes at 1450.
So obviously this was an issue as the script by default just starts at frame 0 of the animation itself + annoys with "missing rgb for frame xxxx" for the other 2350 frames.
So I just populated the rest of the frames with either the first or the last frame of the texture animation (so that I had 2500 frames total) and used batch renamer to accurately place the texture sequence with the rest of the frames where it belonged (say, the actual 150 frame texture sequence would start at frame 400, whereas previous 399 frames would be just the same texture from the sequence, the very first one - vice versa on the other end to 2500).
Hope this helps someone.
Perhaps this will help someone though:
I have a 2500 frame animation and two separate texture sequences, each only 150 frames long, one starts at 400 and finishes at 550 and the other one at 1300 and then finishes at 1450.
So obviously this was an issue as the script by default just starts at frame 0 of the animation itself + annoys with "missing rgb for frame xxxx" for the other 2350 frames.
So I just populated the rest of the frames with either the first or the last frame of the texture animation (so that I had 2500 frames total) and used batch renamer to accurately place the texture sequence with the rest of the frames where it belonged (say, the actual 150 frame texture sequence would start at frame 400, whereas previous 399 frames would be just the same texture from the sequence, the very first one - vice versa on the other end to 2500).
Hope this helps someone.
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64
- prehabitat
- Posts: 495
- Joined: Fri Aug 16, 2013 10:30 am
- Location: Victoria, Australia
Any word from OTOY if this can be checked/polished/vetted and added to the next release?
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Thanks guys, I had plans on upgrading the script to allow you to choose when to start the animation, etc. Thomas (or maybe Roeland) did say that they will have animated textures in 3.0 so I haven't updated the script.
I can't see the embedded vimeo videos anymore, did something change on the site?
I can't see the embedded vimeo videos anymore, did something change on the site?
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
We will support animated textures natively in version 3, i.e. we don't plan to improve this script graph or include it in Octane.prehabitat wrote:Any word from OTOY if this can be checked/polished/vetted and added to the next release?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- prehabitat
- Posts: 495
- Joined: Fri Aug 16, 2013 10:30 am
- Location: Victoria, Australia
Great news, thanks!abstrax wrote:We will support animated textures natively in version 3prehabitat wrote:Any word from OTOY if this can be checked/polished/vetted and added to the next release?

Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17