Hello,
the Pitch rotation in texture environment doesn't work: it moves the texture on Y instead to rotate on P.
4.01.1 , 2018.1 and 3.08 have all the same problem (sorry, I'm new in octane and I found this issue now).
(Heading rotation works ok).
Another problem is using Octane ColorCorrect between the texture image and the texture envoronment node: it reset all the rotation of texture environment (H rotation and P rot... Y move[sigh]).
This second issue isn't so serious, I can do a color correction of the image in photoshop, but the first, the issue on P rotation, is a big problem to me.
Thank you
Bye
Gianluca
Texture environment: big issue with pitch rotation
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No, it isn't enabled and I think that what you say is a very different thing. I'm talking only about the spherical texture used as environment.AndyM1969 wrote:Sounds like perspective correction is enabled, turn it off.
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Yes it is correct that Pitch rotation actually just moves environment -/+ Y currently but i had good use of that for moving HDRIs black ground slightly down to compensate on higher camera angles and not get black horizon. So although it should be fixed i'd like then that we have new feature called transform X/Y so we still can achieve that effect all around whole HDRI and not just P angle 'coz if it goes to proper Pitch rotation then one end will dip down while other will go up and we will get HDRI balck/grounds visible on reflections on the other side of render....
P.S. Same behavior happens in Physical SKY HDRI input pin.
cheers
P.S. Same behavior happens in Physical SKY HDRI input pin.
cheers
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Yes Lewis, Y move is very useful, and for compatibility too can't simply fix the actual P rotation modifing the code, or all the old projects will render different and the Y move will disappear.
At this point better simply modify, in the node panel, the words "Pitch rotation" with "Y move", so nothing change in the rendering when open an old scene, and ADD a new feature (the right P rotation). Something like in the image I attach (of course the 2 rotations must be near, one after the other and Y move must be the last, but to make you understand what I mean with change only the words and not how works the node).
At this point better simply modify, in the node panel, the words "Pitch rotation" with "Y move", so nothing change in the rendering when open an old scene, and ADD a new feature (the right P rotation). Something like in the image I attach (of course the 2 rotations must be near, one after the other and Y move must be the last, but to make you understand what I mean with change only the words and not how works the node).
Lewis wrote:Yes it is correct that Pitch rotation actually just moves environment -/+ Y currently but i had good use of that for moving HDRIs black ground slightly down to compensate on higher camera angles and not get black horizon. So although it should be fixed i'd like then that we have new feature called transform X/Y so we still can achieve that effect all around whole HDRI and not just P angle 'coz if it goes to proper Pitch rotation then one end will dip down while other will go up and we will get HDRI balck/grounds visible on reflections on the other side of render....
P.S. Same behavior happens in Physical SKY HDRI input pin.
cheers
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Yes good idea, let's see what Juan can do about it.
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Lewis
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
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Great thanks, can you downgrade/fix it to 4.01.2 maybe too ?
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
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REALLY THANKYOU!!!!!!!!!!!!!!
This helps me very very much!
Gianluca
This helps me very very much!
Gianluca
Win 7 x64 | Asus P8P67-M - i72600K | 16 GB RAM | 1 x nVidia RTX 2800
Win 11 | i7 13700K | 64 GB RAM | 1 x nVidia RTX 4090
Win 11 | i7 13700K | 64 GB RAM | 1 x nVidia RTX 4090