How to Disable Texture Tiling?
Moderators: ChrisHekman, aoktar
- LanceClayton
- Posts: 19
- Joined: Wed May 31, 2017 3:45 am
I swapped one of the images used in your sample file (opacity channel) with a coloured logo and my render was showing simply the silhouette of the logo shape stuck on the cylinder, all white, no colour or visual detail. ie it was just a white sticker.
Again: You should do a proper setup for your images. You can't use "alpha mode" in imagetexture if your image hasn't that.LanceClayton wrote:I swapped one of the images used in your sample file (opacity channel) with a coloured logo and my render was showing simply the silhouette of the logo shape stuck on the cylinder, all white, no colour or visual detail. ie it was just a white sticker.
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
- LanceClayton
- Posts: 19
- Joined: Wed May 31, 2017 3:45 am
Thanks Aoktar, I'm really trying to follow but I'm missing something. Please see my variation of your 'Stacking' file, there must be something that I'm not understanding.
My image has an alpha channel and is loaded into the opacity channel exactly where yours was.
We'll get there!
My image has an alpha channel and is loaded into the opacity channel exactly where yours was.
We'll get there!
- Attachments
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- stacking-LC.zip
- (306.42 KiB) Downloaded 229 times
Hi Lance,
Your image does have an alpha, but you haven't told octane to use it.
you're type is currently set to normal: change it to alpha, and you'll get what you expect: If you want the same image in your diffuse, just duplicate the image texture node and plug it into diffuse (with the type reset to normal).
Your image does have an alpha, but you haven't told octane to use it.
you're type is currently set to normal: change it to alpha, and you'll get what you expect: If you want the same image in your diffuse, just duplicate the image texture node and plug it into diffuse (with the type reset to normal).
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- LanceClayton
- Posts: 19
- Joined: Wed May 31, 2017 3:45 am
Finally got it!
Thank you all for helping out.
Lance
Thank you all for helping out.
Lance
- LanceClayton
- Posts: 19
- Joined: Wed May 31, 2017 3:45 am
Actually, another thing.
I can't get that decal approach to work with a mix material?
Am I doing something wrong?
Please see the attached project file.
I can't get that decal approach to work with a mix material?
Am I doing something wrong?
Please see the attached project file.
- Attachments
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- Octane-Decal_mixMaterial.zip
- (15.97 MiB) Downloaded 235 times
You can't use mix materials.LanceClayton wrote:Actually, another thing.
I can't get that decal approach to work with a mix material?
Am I doing something wrong?
Please see the attached project file.
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
- LanceClayton
- Posts: 19
- Joined: Wed May 31, 2017 3:45 am
Okay, in the event of anyone needing a mix material base then my method of creating a very large texture with many pixels worth of empty space around the logo (as a buffer) is a successful workaround to the tiling problem.
Is there no other way to do die-cut decals (via alpha layer) on top of a base texture WITH NO VISIBLE TILING of the decal? I'm happy with my method for now but if there's a better way then I'm always keen to take that on.
Is there no other way to do die-cut decals (via alpha layer) on top of a base texture WITH NO VISIBLE TILING of the decal? I'm happy with my method for now but if there's a better way then I'm always keen to take that on.
1-Using mix materials are not possible sorry. Make your mix materials with same way how you do stacking.LanceClayton wrote:Okay, in the event of anyone needing a mix material base then my method of creating a very large texture with many pixels worth of empty space around the logo (as a buffer) is a successful workaround to the tiling problem.
Is there no other way to do die-cut decals (via alpha layer) on top of a base texture WITH NO VISIBLE TILING of the decal? I'm happy with my method for now but if there's a better way then I'm always keen to take that on.
2-"WITH NO VISIBLE TILING": this is still not clear what you mean after a lof of help attemps. I said you can use non-tiling of texture tags. Please read release notes about material mixing from manual.
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
- LanceClayton
- Posts: 19
- Joined: Wed May 31, 2017 3:45 am
Thanks Aoktar, I do appreciate the help. When I get a moment I'll prepare a bare bones project file showing my problem and perhaps when you see the issue that I get then we will further align on understanding of the challenge that I'm struggling with and what I'm missing.
At current, I understand your explained method for decals when layered atop a diffuse or glossy material, and I can get that working no trouble after the clear explanations here. But that stacking method doesn't work atop a mix material (as you noted)....that's why I have to stick with my workaround on this project for the time being.
At current, I understand your explained method for decals when layered atop a diffuse or glossy material, and I can get that working no trouble after the clear explanations here. But that stacking method doesn't work atop a mix material (as you noted)....that's why I have to stick with my workaround on this project for the time being.