UV on a Mesh ?
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- Creative_Sheep

- Posts: 113
- Joined: Sat Oct 06, 2018 10:42 pm
Is it possible to check if there are UV's on a mesh within Octane Standalone ?
Hi,
yes sure, switch to InfoChannel Kernel, then to Texture Coordinates.
If the object is displayed as black, the mesh has no uvs.
ciao Beppe
yes sure, switch to InfoChannel Kernel, then to Texture Coordinates.
If the object is displayed as black, the mesh has no uvs.
ciao Beppe
- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Nice tip Beppe. Also, Displacement only works on UVs, so if one popped a displacement on something and it didn't appear in IPR, then it has no UV. It would be nice if there was a quicker way than either of these though...
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- Creative_Sheep

- Posts: 113
- Joined: Sat Oct 06, 2018 10:42 pm
The documentation doesn't inform what I need to connect to the InfoChannel kernel to get the desired information; as I can't connect a geometry node which I thought what needed to be connected ?bepeg4d wrote:Hi,
yes sure, switch to InfoChannel Kernel, then to Texture Coordinates.
If the object is displayed as black, the mesh has no uvs.
ciao Beppe
Hi,
you need to connect the InfoChannel kernel node to the render target node connected to the mesh geometry to be checked.
Or simply click the Kernel icon in the Node Inspector, then switch it into InfoChannel.
Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel.
ciao Beppe
you need to connect the InfoChannel kernel node to the render target node connected to the mesh geometry to be checked.
Or simply click the Kernel icon in the Node Inspector, then switch it into InfoChannel.
Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel.
ciao Beppe
- Creative_Sheep

- Posts: 113
- Joined: Sat Oct 06, 2018 10:42 pm
With this method does the Info Channel kernel need to be connected ?bepeg4d wrote:Hi,
Or simply click the Kernel icon in the Node Inspector, then switch it into InfoChannel.
I don't understand ? Also why when the Info Channel Kernel is not connected is the mesh rendering in wireframe ?Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel.
ciao Beppe
Hi,
OctaneRender has four different kernels, Direct Light, Path Tracing, PMC (rendering kernels), and finally InfoChannel (visual information about the scene) .
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node.
If no Kernel node is connected, or is not present inside the Render Target kernel pin, and the pin is empty, the scene is rendered in InfoChannel Wireframe mode, by default.
ciao Beppe
OctaneRender has four different kernels, Direct Light, Path Tracing, PMC (rendering kernels), and finally InfoChannel (visual information about the scene) .
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node.
If no Kernel node is connected, or is not present inside the Render Target kernel pin, and the pin is empty, the scene is rendered in InfoChannel Wireframe mode, by default.
ciao Beppe
- Creative_Sheep

- Posts: 113
- Joined: Sat Oct 06, 2018 10:42 pm
Beppe, what do you mean by this;bepeg4d wrote:Hi,
OctaneRender has four different kernels, Direct Light, Path Tracing, PMC (rendering kernels), and finally InfoChannel (visual information about the scene) .
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node.
If no Kernel node is connected, or is not present inside the Render Target kernel pin, and the pin is empty, the scene is rendered in InfoChannel Wireframe mode, by default.
ciao Beppe
and this;Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node
Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel
Any Render Target node can have the kernel node inside the pin (Collapsed):
or connected to the kernel pin as external node (Expanded):
so you can connect a different Kernel node, without losing the original node:
Alternatively, you can enable the Info passes/UV coordinates pass:
and click on the button in viewport, without switching the kernel:
ciao Beppe
- Creative_Sheep

- Posts: 113
- Joined: Sat Oct 06, 2018 10:42 pm
@bepeg4d
I still don't know how to prevent the mesh from rendering in wireframe ?
What do you mean by, inside the pin ?Any Render Target node can have the kernel node inside the pin (Collapsed):
I still don't know how to prevent the mesh from rendering in wireframe ?
