Hi all
I have noticed something in Octane that I cannot seem work out.
When I use box projection it does not seem to center to the world axis like LightWave does. I have tried world coordinates and local.
Can anyone explain what I might be doing wrong?
Here is an image to illustrate the problem.
Texture Projection Offset Issue
Moderator: juanjgon
Yes, this is known issue from the beginning. The LW renderer and OpenGL viewport cubic projection doesn't have the same origin (and other parameters, like the rotation) than Octane. The UV maps projection should match, but the Octane projections can't be exactly reproduced in the LW OpenGL viewports.
Thanks,
-Juanjo
Thanks,
-Juanjo
- gamedesign
- Posts: 77
- Joined: Tue Jan 14, 2014 12:53 pm
Ah ok, no worries. Just wanted to make sure i wasn't doing anything wrong 
Thanks for getting back to me
Just out of interest, why is it that it can't start a box projected texture at 0,0,0 in the world space? I'm just interested

Thanks for getting back to me

Just out of interest, why is it that it can't start a box projected texture at 0,0,0 in the world space? I'm just interested

I could modify the Octane projection parameters at scene extraction time to try to match the LightWave OpenGL viewports, but the problem is that now it is a bit late, because I could break all the old scenes, and the conversion could be not easy at all.
Anyway let's see how the future LW versions handle all the OpenGL stuff.
Thanks,
-Juanjo
Anyway let's see how the future LW versions handle all the OpenGL stuff.
Thanks,
-Juanjo
- gamedesign
- Posts: 77
- Joined: Tue Jan 14, 2014 12:53 pm
Ok cool, that makes sense. Yeah looking forward to that. I would like to think that they would start giving out their SDK to 3rd party developers before the launch, so you guys can get a bit of a head start.