So I am used to Blender.
In octane how do you map textures?
mapping texture
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
me_face8 wrote:mapping texture
So I am used to Blender.
In octane how do you map textures?
You need uv-mapping. Mapping got to be done previously in your 3d suite. You need to use uv-mapping inside blender. (As in most cases its necessary to use uv-mapping for nice placed textures)
good luck:)
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
Thanks!dave62 wrote:me_face8 wrote:mapping texture
So I am used to Blender.
In octane how do you map textures?
You need uv-mapping. Mapping got to be done previously in your 3d suite. You need to use uv-mapping inside blender. (As in most cases its necessary to use uv-mapping for nice placed textures)
good luck:)

Windows 7 x64 | Blender | Core2 Quad Q6600 | 8GB | GeForce 9600 GT
Hey how do you make it so that the textures do not repeat its self?dave62 wrote:me_face8 wrote:mapping texture
So I am used to Blender.
In octane how do you map textures?
You need uv-mapping. Mapping got to be done previously in your 3d suite. You need to use uv-mapping inside blender. (As in most cases its necessary to use uv-mapping for nice placed textures)
good luck:)
Windows 7 x64 | Blender | Core2 Quad Q6600 | 8GB | GeForce 9600 GT
Create a bigger texture or make it seamlessly tiled, so that the repetition is not obvious.me_face8 wrote: Hey how do you make it so that the textures do not repeat its self?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
oh okay thanksmatej wrote:Create a bigger texture or make it seamlessly tiled, so that the repetition is not obvious.me_face8 wrote: Hey how do you make it so that the textures do not repeat its self?
Windows 7 x64 | Blender | Core2 Quad Q6600 | 8GB | GeForce 9600 GT
Hi,
I'm an archviz artist / architectural designer using blender with yafaray, luxrender and the usual open source stuff. I gotta say, Octane is the single best thing I've ever found for 3d since blender, its amazing!!!
This is my first post on the OR forums, so I hope that this is useful to someone...
On this topic, I was wondering about how octane's texture scale/rotation/positioning relates to blender's mapping, particularly where I use 'Cube' mapping co-ordinates (which place textures according to the X-Y-Z co-ordinates) so I rendered out some tests. (BTW I use 'cube' to map the texture co-ordinates for stone walls within blender/yafaray/lux)
I was pleased to discover that while I knew that Octane relies on there being a UV map in order to place the 2d texture, there is a way to generate a UV map which places the texture in the right orientation and scale. My method is as follows
1)In blender, after finishing the modelling of the mesh making up the walls, I go into edit mode (Tab) and select all vertices.
2) Press U to give unwrap options.
3)Select 'Cube Projection'.
4)Go into object mode.
5)Render via the export script
And voila! The bricks are in the right place at the right size aligned as they would be in blender.
I attach a VERY rough test to illustrate a stone texture.
BTW, if a developer reads this, a facility to locate the centre point of a texture, with its real-life size and 3d alignment would be fantastic... Otherwise how do you scale/locate things like ceiling tiles accurately? Perhaps if this could be mapped from an empty in blender????
Thanks for reading!
Rob
I'm an archviz artist / architectural designer using blender with yafaray, luxrender and the usual open source stuff. I gotta say, Octane is the single best thing I've ever found for 3d since blender, its amazing!!!
This is my first post on the OR forums, so I hope that this is useful to someone...
On this topic, I was wondering about how octane's texture scale/rotation/positioning relates to blender's mapping, particularly where I use 'Cube' mapping co-ordinates (which place textures according to the X-Y-Z co-ordinates) so I rendered out some tests. (BTW I use 'cube' to map the texture co-ordinates for stone walls within blender/yafaray/lux)
I was pleased to discover that while I knew that Octane relies on there being a UV map in order to place the 2d texture, there is a way to generate a UV map which places the texture in the right orientation and scale. My method is as follows
1)In blender, after finishing the modelling of the mesh making up the walls, I go into edit mode (Tab) and select all vertices.
2) Press U to give unwrap options.
3)Select 'Cube Projection'.
4)Go into object mode.
5)Render via the export script
And voila! The bricks are in the right place at the right size aligned as they would be in blender.
I attach a VERY rough test to illustrate a stone texture.
BTW, if a developer reads this, a facility to locate the centre point of a texture, with its real-life size and 3d alignment would be fantastic... Otherwise how do you scale/locate things like ceiling tiles accurately? Perhaps if this could be mapped from an empty in blender????
Thanks for reading!
Rob
Octane 2.58e | Win 7 64 bit | Blender 2.63a
Palit GTX 460 2GB Sonic | Intel Core i7 950 @3.06GHz | 12GB RAM
Palit GTX 460 2GB Sonic | Intel Core i7 950 @3.06GHz | 12GB RAM
Ah, cool, but i think you should post this in Blender's forumsockelford wrote:Hi,
I'm an archviz artist / architectural designer using blender with yafaray, luxrender and the usual open source stuff. I gotta say, Octane is the single best thing I've ever found for 3d since blender, its amazing!!!
This is my first post on the OR forums, so I hope that this is useful to someone...
On this topic, I was wondering about how octane's texture scale/rotation/positioning relates to blender's mapping, particularly where I use 'Cube' mapping co-ordinates (which place textures according to the X-Y-Z co-ordinates) so I rendered out some tests. (BTW I use 'cube' to map the texture co-ordinates for stone walls within blender/yafaray/lux)
I was pleased to discover that while I knew that Octane relies on there being a UV map in order to place the 2d texture, there is a way to generate a UV map which places the texture in the right orientation and scale. My method is as follows
1)In blender, after finishing the modelling of the mesh making up the walls, I go into edit mode (Tab) and select all vertices.
2) Press U to give unwrap options.
3)Select 'Cube Projection'.
4)Go into object mode.
5)Render via the export script
And voila! The bricks are in the right place at the right size aligned as they would be in blender.
I attach a VERY rough test to illustrate a stone texture.
BTW, if a developer reads this, a facility to locate the centre point of a texture, with its real-life size and 3d alignment would be fantastic... Otherwise how do you scale/locate things like ceiling tiles accurately? Perhaps if this could be mapped from an empty in blender????
Thanks for reading!
Rob

Windows 7 x64 | Blender | Core2 Quad Q6600 | 8GB | GeForce 9600 GT