instances uv transform variations

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instances uv transform variations

Postby gui2one » Mon May 30, 2016 2:24 pm

gui2one Mon May 30, 2016 2:24 pm
Hi, I am trying to vary the uv projection transforms in an octane shader , using the "procedural random color" node. I can see the effect of that node if I plug it in the diffuse color for example, I see a different shade of grey for every instance. But I see no effect if I plug it in a transform3D node, to try and vary the uv projection across instances.
And I don't know if it's a bug or what : the Octane vop "Transform3D" node input parameters are all floats, which doesn't really make sens.

Does anybody have a little tip for me ?
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Re: instances uv transform variations

Postby juanjgon » Mon May 30, 2016 2:46 pm

juanjgon Mon May 30, 2016 2:46 pm
Hmm, the problem is that the random color node output type is a Octane texture, that only can be linked to texture inputs, like the inputs in the materials or in the gradient node. You can't link a texture output to the float inputs of the transformation node, and I am afraid that currently Octane doesn't have a node to convert a texture to a vector float. You have the same limitation in the Standalone or in the other plugins.

Let me think about it, perhaps also other user could find a workaround to drive the UV offset using the random color node.

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Re: instances uv transform variations

Postby gui2one » Tue May 31, 2016 8:00 am

gui2one Tue May 31, 2016 8:00 am
thank you for your answer juanjgon.
Is there any hope to see some "type conversion" nodes in the near future ? Or any way to use custom attributes ?
I would love to be able to take a little more advantage of houdini's abilities in terms of geometry attributes.
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Re: instances uv transform variations

Postby juanjgon » Tue May 31, 2016 8:16 am

juanjgon Tue May 31, 2016 8:16 am
I hope that all this kind of features, including the support of custom attributes, will be available along the 3.x dev cycle once we can write custom shader nodes using the upcoming OSL support feature.

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Re: instances uv transform variations

Postby gui2one » Thu Jun 09, 2016 5:35 am

gui2one Thu Jun 09, 2016 5:35 am
I read somewhere that OSL is pretty slow on GPU. At least in the Blender implementation.

Is there going to be a performance drop when using osl ?
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Re: instances uv transform variations

Postby juanjgon » Thu Jun 09, 2016 8:10 am

juanjgon Thu Jun 09, 2016 8:10 am
Sorry, I don't have details about the OSL performance in Octane yet.

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