Hi,
I'm trying to map textures to grids with uv mapping as light sources and it would seem that if I use the Object Properties to set emission, then the texture mapping looks incorrect sort of like a pinched polar cap. If I use an emission material where the texture is connected into the distribution port, it ignores uvs and looks like it's sampling as an environment sphere. Only when connecting the texture to the efficiency port does the mapping look correct. Is that how it's supposed to be? does the distribution not use the texture as an optimization for sampling the light source?
Would appreciate your input on this.
Attached are 2 screenshots, one with default emission material asset, and the other is with modified texture connected to efficiency.
Thanks
Yaniv
emission texture mapping
Moderator: juanjgon
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Before posting a bug report, please check the following:
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2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
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You are right, this is an old issue that I must fix. The texture mapping in the Object Properties is designed to support only IES files. I has a projection node to map the IES in the geometry, so as you can see the UV map projection from the object doesn't work. I need to add an option to select if you are using an IES light or a UV texture map.
Currently you must use the emission material, linking the texture to the efficiency port. This is the how it's supposed to be. The default emission asset is wrong, I will fix it for the next build.
Thanks for reporting!
-Juanjo
Currently you must use the emission material, linking the texture to the efficiency port. This is the how it's supposed to be. The default emission asset is wrong, I will fix it for the next build.
Thanks for reporting!
-Juanjo