Standard Shader Tiling setting ignored?

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Standard Shader Tiling setting ignored?

Postby SteveElbows » Sun Jul 09, 2017 3:43 pm

SteveElbows Sun Jul 09, 2017 3:43 pm
Hi,

This is my first try with Octane in any form so apologies in advance for any newbie errors I make!

Anyway, I just subscribed (to Octane VR blender) so I could give it an initial try. Was happy to get it up and running without any installation issues, using 2nd release candidate of unity 2017.1.

As per the thread title, It seem like the Tiling settings of materials that use the standard shader are being ignored by octane. Is this a known issue and are there plans to support it? Thanks.
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Re: Standard Shader Tiling setting ignored?

Postby Goldorak » Mon Jul 10, 2017 3:23 pm

Goldorak Mon Jul 10, 2017 3:23 pm
Thanks for feedback. We want to fix any mismatches. Can you share screenshot just to confirm there issue? Thanks!
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Re: Standard Shader Tiling setting ignored?

Postby SteveElbows » Mon Jul 10, 2017 4:26 pm

SteveElbows Mon Jul 10, 2017 4:26 pm
Cheers, here is a screenshot with the unity editor view on the left and the render on the right.

Image
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Re: Standard Shader Tiling setting ignored?

Postby ChrisHekman » Tue Jul 11, 2017 11:22 am

ChrisHekman Tue Jul 11, 2017 11:22 am
Thank you for your feedback.

I just checked it and it looks like we implemented tiling for the secondary detail albedo maps but somehow not applied it to the regular albedo maps.
We'll add it in.

C
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Re: Standard Shader Tiling setting ignored?

Postby SteveElbows » Wed Jul 12, 2017 11:56 am

SteveElbows Wed Jul 12, 2017 11:56 am
Thanks. Please let us know when it is available.
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