Hi I'm a Rhino user.
I am a new Octane user for only few weeks, and I keep trying~
But, there is a question I can't find the solution.
The question is about logo-placement.
I made a simple model and try to make it like "real", so I put on a logo(png. picture).
It shows a lot of logo(repeating), I don't have any idea to control it?
is there any way can let me put on the logo on the right place?
Or...did I miss any step to apply logo????
Thanks
John
Logo on Surface
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[email protected]/6M, NVIDIA GeForce GTX560M, 12GB DDR3, Rhinoceros 4.0
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
In Octane you haven't decal feature. You can't deactivate the tiling.
This is valid in Octane for Max too.
I requested this elemental feature.
Regards
This is valid in Octane for Max too.
I requested this elemental feature.
Regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Scale is the only mapping thing you can control for image textures, so you will have to properly UV map the texture in your 3D app.
Yes, we need translation / rotation / mirror / multiple UV per texture, the whole lot...!
Yes, we need translation / rotation / mirror / multiple UV per texture, the whole lot...!
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
you can make a rectangle surface 0.1mm offset above the model and place the logo there...
you can make the canvas of the logo bigger...
you can slice a rectangle of the model and place the logo in that slice...
i try to write this in english
you can make the canvas of the logo bigger...
you can slice a rectangle of the model and place the logo in that slice...
i try to write this in english
or do a UVW unwrapping of the model, save the unwraped skin and paste the logo onto it in photoshop, like you usually do in most 3d poly based software.. (ok not all apps have the uvw thing)
the decal feature would be nice though
the decal feature would be nice though
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
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//Octane render toolbox 3dsmax
Hi gabrielefx:
Thanks for your reply~!
Now, you let me understand what the limited it has.
Hi matej:
Sorry for for my late reply~
Thanks for your comments, you and Gabrielefx let me know which way I should go now.
I think the solution is in Rhino, Let me find a best practice then share with you. Thanks!
Hi aptoverde:
I really appreciated your reply!
And please never mind, my English may be poor than you~
I can totally understand what you were expressing and make a simple test by your instruction.
And I will also share my practice with you if I can figure out a best solution for Rhino user.
Thanks buddy~!
Hi acc24ex
Yes! you are right~!!! Many thanks for your advise~
You show me a way that I can go.
I'm going to do more research, then feedback to you what I find in there.
Thank you for suggestion~!(Please wait for me)
I love you all~! good day!
John
Thanks for your reply~!
Now, you let me understand what the limited it has.
Hi matej:
Sorry for for my late reply~
Thanks for your comments, you and Gabrielefx let me know which way I should go now.
I think the solution is in Rhino, Let me find a best practice then share with you. Thanks!
Hi aptoverde:
I really appreciated your reply!
And please never mind, my English may be poor than you~
I can totally understand what you were expressing and make a simple test by your instruction.
And I will also share my practice with you if I can figure out a best solution for Rhino user.
Thanks buddy~!
Hi acc24ex
Yes! you are right~!!! Many thanks for your advise~
You show me a way that I can go.
I'm going to do more research, then feedback to you what I find in there.
Thank you for suggestion~!(Please wait for me)
I love you all~! good day!
John
[email protected]/6M, NVIDIA GeForce GTX560M, 12GB DDR3, Rhinoceros 4.0
Hi gabrielefx / matej /aptoverde / acc24ex
Sorry for late reply,
I've made some study about UV unwrap after having feedback from you.
Now I'm glad to share how I make it~(basically follow acc24ex's suggestion)
1) UV unwrap:
Export obj file to make unwrap, I used "HEADUS-UV LAYOUT" in here.
Cut and separate the obj and unwrap it.(you guys must know that, I skip)
Rhino has it's own UV unwrap tool, but UV Layout is really useful, I like it!
2) Export UV MAP
Export tif or Jpg format picture from UV Layout then open it in photoshop.
Then I Put the logo on the place which I wanted to.
Clear all background except logo, save file.
3) Import to Rhino
Import to Rhino, then check UV.
Name and export all objects for the scene.
4) Octane Render
I directly change RGBspectrom into "image", then select the UV map I just created.
The logo will show on the right place which I arranged in Photoshop.
Thank you guys again~
have a good day!
John Yen
Sorry for late reply,
I've made some study about UV unwrap after having feedback from you.
Now I'm glad to share how I make it~(basically follow acc24ex's suggestion)
1) UV unwrap:
Export obj file to make unwrap, I used "HEADUS-UV LAYOUT" in here.
Cut and separate the obj and unwrap it.(you guys must know that, I skip)
Rhino has it's own UV unwrap tool, but UV Layout is really useful, I like it!
2) Export UV MAP
Export tif or Jpg format picture from UV Layout then open it in photoshop.
Then I Put the logo on the place which I wanted to.
Clear all background except logo, save file.
3) Import to Rhino
Import to Rhino, then check UV.
Name and export all objects for the scene.
4) Octane Render
I directly change RGBspectrom into "image", then select the UV map I just created.
The logo will show on the right place which I arranged in Photoshop.
Thank you guys again~
have a good day!
John Yen
[email protected]/6M, NVIDIA GeForce GTX560M, 12GB DDR3, Rhinoceros 4.0
looks nice
yup.. that's how to do it properly
, glad I helped
just thought about it and realised another approach would be to cut the place where you want the logo and set that part as another texture and then apply logo to that part, the topology isn't nice after that, but with uvw layout you have complete control
yup.. that's how to do it properly

just thought about it and realised another approach would be to cut the place where you want the logo and set that part as another texture and then apply logo to that part, the topology isn't nice after that, but with uvw layout you have complete control
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax