Re: multi UVW map channels
Posted: Tue Aug 05, 2014 8:00 am
Up vote for this feature.
Very limiting factor for me as well.
Very limiting factor for me as well.
Community Forums for OTOY Customers
https://render.otoy.com/forum/
It doesn't work like this. 2 times more developers doesn't mean 2 times faster development.RobSteady wrote:+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...
Right next to rounded edges and open subdivs which came with V2Karba wrote: Look at this vote:
http://render.otoy.com/forum/viewtopic.php?f=9&t=37045
multi UVW map channels have low priority.
According to that survey we should have had multi UV's before network rendering. Network rendering is great but given that multi UV is used everywhere from games to arch viz it should be a core feature and not a low priority as you've mention. I understand that there is a lot to take on board from so many user requests but dismissing something that is clearly missing is not the way.Karba wrote:It doesn't work like this. 2 times more developers doesn't mean 2 times faster development.RobSteady wrote:+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...
Look at this vote:
http://render.otoy.com/forum/viewtopic.php?f=9&t=37045
multi UVW map channels have low priority.
Without making promises as to timing, it is high on our to do list.thekwen wrote:Multiple uvw is just essential.
It's a so basic feature to enable quick and productive texturing.
Sorry, but as hard as hard as we try, we'll never be able to match the lower quality and slower speed of cycles. The other two we'll be able to address in 2.x.adriano.ol wrote:Gave up using Octane for most of my projects.
I'm using Blender Cycles:
- Free as a bird
- Little less quality
- Slower (but lots of options to trick it)
- Much more control