How do you use multiple UV sets for one material ? I found there is an option in Octane material for UV set number but I have no idea how to use it. Where do I assign which texture is using which UV channel? If this has been already discussed in some other post please just post a link.
Thanks!!
Multiple UVs
Moderators: ChrisHekman, aoktar
What's purpose? If you use stacking with alpha/opacity then plugin will add extra uvw. But in box/planar/cylinder/sphere types.
Otherwise you can use internal octane transforms for textures.
Otherwise you can use internal octane transforms for textures.
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- TomiKaraman
- Posts: 18
- Joined: Thu Sep 22, 2016 11:16 pm
For purpose of for example adding grunge textures. It's very common workflow. Let's say you are making a road texture. UV channel 1 for tiled asphalt texture. UV channel 2 for adding dirt along edges of your road. This is a simple example and I know you can just scale your dirt/grunge texture with Projection Node. However if you have more complex objects it's very hard to do it without multiple UV channels. Hope it makes sense.
Makes sense on me as a old 3D guy. Have you tried Octane transform options? We have limited multiuv(max 3) and two are spend for mograph colors + vertexmaps. Rather than this plugin is not designed for multi-uvs by texture tags.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- TomiKaraman
- Posts: 18
- Joined: Thu Sep 22, 2016 11:16 pm
Yes I am using transform option but it's quite awkward to use when you need to map something precisely. Maybe I just don't know how to use it properly but when I have unwrapped object it is just much easier for me to move/scale/rotate UV polygons on particular place on the texture rather than using Transform node which is moving the whole object.
What is then correct workflow instead of using multiple UV sets ? This is something I am struggling with since I started using Octane and sadly then I just end up using other render engine when in Production.
Would it be too difficult to implement multiple UV channels by texture in octane ?
What is then correct workflow instead of using multiple UV sets ? This is something I am struggling with since I started using Octane and sadly then I just end up using other render engine when in Production.
Would it be too difficult to implement multiple UV channels by texture in octane ?