Couldn't you not just use a scale of 0.033?tailorstore wrote:Not that I'm expecting an answer, because customer support doesn't seem to be prioratized, but.. Is there some way to scale textures based on number of repetitions, like normal (as before)? Because the new transform-node(s) use scale, which isn't really optimal when I have a small tile I need to repeat specifically 30 times.
OctaneRender® for Maya® 1.33 - 2.3 Win [OBSOLETE]
Moderator: JimStar
- dionysiusmarquis
- Posts: 159
- Joined: Mon Nov 04, 2013 9:29 pm
I need octaneMixMaterial have option Additive mode ( Clear coat layer )
I want to make clear coat on another shader
or have another solution to make it up Plases let me Know ?
I want to make clear coat on another shader
or have another solution to make it up Plases let me Know ?
Win7 Ultimate x64 xeon Core 40 / maya2Octane 1.20a , maya 2014SP4 & Octane 1.50,
128GB Ram, 4 x GTX Titan 6GB
128GB Ram, 4 x GTX Titan 6GB
- tailorstore
- Posts: 27
- Joined: Thu Apr 11, 2013 6:46 am
dionysiusmarquis wrote:Couldn't you not just use a scale of 0.033?tailorstore wrote:Not that I'm expecting an answer, because customer support doesn't seem to be prioratized, but.. Is there some way to scale textures based on number of repetitions, like normal (as before)? Because the new transform-node(s) use scale, which isn't really optimal when I have a small tile I need to repeat specifically 30 times.
Well, there's probably a possible solution to this with the new transform as well, it's just that we have scripts set up to apply and tile textures based on the width and height of an image, factoring in DPI, because we're rendering fabrics (with many various tile-sizes). I was just wondering if there was a solution that would be compatible with our current setup, but I guess not.
Sidenote, is anyone else having viewport-preview issues? I'm not seeing any textures anymore, even in a new scene with a png directly mapped on a diffuse shader. All I get is a white/bright.. solid.. silhouette
Convert all textures to Octane materials is still killing the path to all the textures, and we have to manually go through and reapply them to the diffuse channel ~ in max it works beautiful, but Maya is still lacking ~ do please address that feature ~ it is a time guzzler to go through every single time you convert textures to Octane textures.
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
Hi Jimstar,
I installed this version, and I am not sure if it is specific to this release, but I seem to have surfaces problems with a simple sphere. I tried to add more subdivisions but I still get the same issue. It seems that the surface (normals) are not reflecting smooth, even if the smooth is ticked in the shader. I'm really not sure, but the problem seems to be exclusive to the environment light (sun/sky and texture).
I installed this version, and I am not sure if it is specific to this release, but I seem to have surfaces problems with a simple sphere. I tried to add more subdivisions but I still get the same issue. It seems that the surface (normals) are not reflecting smooth, even if the smooth is ticked in the shader. I'm really not sure, but the problem seems to be exclusive to the environment light (sun/sky and texture).
- tailorstore
- Posts: 27
- Joined: Thu Apr 11, 2013 6:46 am
Yup, I've seen the same thing.RickToxik wrote:Hi Jimstar,
I installed this version, and I am not sure if it is specific to this release, but I seem to have surfaces problems with a simple sphere. I tried to add more subdivisions but I still get the same issue. It seems that the surface (normals) are not reflecting smooth, even if the smooth is ticked in the shader. I'm really not sure, but the problem seems to be exclusive to the environment light (sun/sky and texture).
Just wanted to note something. I've been running the official version until now - and came here in frustration because it would crash if I changed anything in the scene and launched the render. Like resizing a flat emissive, or switching a camera. Maya would crash pointing to octane.dll as the culprit in the log file.
This version works without crashing with same scene file. So far. So whatever was done fixed that issue. I'll let you know if it crashes.
This version works without crashing with same scene file. So far. So whatever was done fixed that issue. I'll let you know if it crashes.
- churumbela
- Posts: 14
- Joined: Thu Mar 06, 2014 8:24 pm
Hi!
Apparently this plug-in version solved the problem I was having with IPR refusing to run in the scene I am currently working on (I was using 1.20a). However, now a brand new problem arose with bump maps.
Is anyone else having problems with bump maps not working at all? Neither procedural nor floatimage textures seem to be working. The only texture that seems to have an effect when applied as a bump map is Dirt texture.
I've created new material/texture nodes hoping this error was related to the old plug-in version but that didn't do.
Any help would be very appreciated.
Update:
What doesn't seem to be working is the floatimage texture type (and the procedural textures which, I guess, get converted to floatimage data?)... if I load a regular image texture I can get it to work.
Apparently this plug-in version solved the problem I was having with IPR refusing to run in the scene I am currently working on (I was using 1.20a). However, now a brand new problem arose with bump maps.
Is anyone else having problems with bump maps not working at all? Neither procedural nor floatimage textures seem to be working. The only texture that seems to have an effect when applied as a bump map is Dirt texture.
I've created new material/texture nodes hoping this error was related to the old plug-in version but that didn't do.
Any help would be very appreciated.
Update:
What doesn't seem to be working is the floatimage texture type (and the procedural textures which, I guess, get converted to floatimage data?)... if I load a regular image texture I can get it to work.