An ability to check/uncheck a "mirror/flip image, horizontal/vertical" box, for any type of image brought in (ie as a texture).
I know I can do this on my own in an outside program easy before I bring in into Octane, but I want to be as lazy as possible.
Plus it would be nifty to see results on the fly and compare the 2 results of an image mirrored/flipped as a texture.
Which feature do you need the most?
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- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Checkboxes could be useful, but you can do this with UV Transform. Pop -1 into either/both S.X or S.Y. You can do it this way bro, and we can still call you lazy, if you want. 

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Ah, -1...My favorite number!FrankPooleFloating wrote:Checkboxes could be useful, but you can do this with UV Transform. Pop -1 into either/both S.X or S.Y. You can do it this way bro, and we can still call you lazy, if you want.
Thanks!
And I didn't even learn that on my own. You went through the effort of telling me.
How's that for Lazy.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
An alpha material? Meaning, it would alpha anything "behind" that material too (such as a texture or daylight background), where a composited image behind/underneath it would be visible.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- Tutor
- Posts: 531
- Joined: Tue Nov 20, 2012 2:57 pm
- Location: Suburb of Birmingham, AL - Home of the Birmingham Civil Rights Institute
[*****]Notiusweb wrote:An alpha material? Meaning, it would alpha anything "behind" that material too (such as a texture or daylight background), where a composited image behind/underneath it would be visible.
Because I have 180+ GPU processers in 16 tweaked/multiOS systems - Character limit prevents detailed stats.
It would be great to have a subsurface multiplier like in Modo to help creating cool glowing effects (or like Light multiplier in VRAY). With Octane SSS many times I find I can't reach the intensity I want for the type of artwork I do. See image below.


Windows 10 - i7 6850k @ 4.2GHz - Asus X99-E WS - 64gb DDR4 - 2x 1080 GTX + Titan GTX
Hi jerzer,
do you mind to share an .orbx of this scene?
ciao beppe
do you mind to share an .orbx of this scene?
ciao beppe
Windows 10 - i7 6850k @ 4.2GHz - Asus X99-E WS - 64gb DDR4 - 2x 1080 GTX + Titan GTX
Hi jerzer,
finally I have found the time to look at your scene.
Here is my version with only one Specular material instead of a mix material.
If you use a Gausssian spectrum node, instead of an RGB node, you can easily use a value greater than 1 in the power pin. Playing with the Phase value, helps to reduce the transition between the colors: In general, with Specular material and SSS, better to switch to PMC kernel, instead of Path Tracing.
Happy rendering,
ciao beppe
finally I have found the time to look at your scene.
Here is my version with only one Specular material instead of a mix material.
If you use a Gausssian spectrum node, instead of an RGB node, you can easily use a value greater than 1 in the power pin. Playing with the Phase value, helps to reduce the transition between the colors: In general, with Specular material and SSS, better to switch to PMC kernel, instead of Path Tracing.
Happy rendering,
ciao beppe