Hi. Sorry I can not provide screen shots right now but I have two questions that might be able to be answered without.
-When I map a texture onto (many) instances in Lightwave using world-space, it does not map the way you would expect. Do the coordinates mean the center of the image? Because after fine tuning it, the closest I can get does not seem to be the center or top-right of the texture.
-Secondly, I have used the mosaic filter in photoshop on hundreds of images to create a sequence, and the camera has to get so close to the texture that the mosaic blocks NEED to be clearly separate. However Octane seems to anti-alias the pixels between the actual pixels of the texture. I am wondering if I can disable this.
Thanks for anyone who can help!
World Space Textures & Anti-aliasing
Moderator: juanjgon
Hi,
The origin of the textures in Octane is not the same than in LightWave if you don't use UV mapping, so yes, probably the Octane textures are displaced from the LightWave or OpenGL reference. This is known limitation, hard to fix without breaking all the current scenes and materials.
About your second question, I'm afraid that Octane doesn't have an option to disable the texture filtering.
Thanks,
-Juanjo
The origin of the textures in Octane is not the same than in LightWave if you don't use UV mapping, so yes, probably the Octane textures are displaced from the LightWave or OpenGL reference. This is known limitation, hard to fix without breaking all the current scenes and materials.
About your second question, I'm afraid that Octane doesn't have an option to disable the texture filtering.
Thanks,
-Juanjo