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Re: multi UVW map channels

Posted: Tue Aug 05, 2014 8:00 am
by wastzzz
Up vote for this feature.
Very limiting factor for me as well.

Re: multi UVW map channels

Posted: Tue Aug 05, 2014 8:43 am
by RobSteady
+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...

Re: multi UVW map channels

Posted: Tue Aug 05, 2014 8:43 pm
by Karba
RobSteady wrote:+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...
It doesn't work like this. 2 times more developers doesn't mean 2 times faster development.

Look at this vote:
http://render.otoy.com/forum/viewtopic.php?f=9&t=37045
multi UVW map channels have low priority.

Re: multi UVW map channels

Posted: Wed Aug 06, 2014 12:48 pm
by Obizzz
Karba wrote: Look at this vote:
http://render.otoy.com/forum/viewtopic.php?f=9&t=37045
multi UVW map channels have low priority.
Right next to rounded edges and open subdivs which came with V2 ;)

Would it be easier to implement UDIM than multiple channels?

Re: multi UVW map channels

Posted: Thu Aug 21, 2014 1:44 pm
by muski
Karba wrote:
RobSteady wrote:+1 Need this very badly.
Can Otoy please hire more people to speed up the development?
We need more basic stuff...
It doesn't work like this. 2 times more developers doesn't mean 2 times faster development.

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.

Re: multi UVW map channels

Posted: Thu Aug 21, 2014 7:08 pm
by thekwen
Multiple uvw is just essential.
It's a so basic feature to enable quick and productive texturing.

Re: multi UVW map channels

Posted: Thu Aug 21, 2014 8:35 pm
by Goldorak
thekwen wrote:Multiple uvw is just essential.
It's a so basic feature to enable quick and productive texturing.
Without making promises as to timing, it is high on our to do list.

Re: multi UVW map channels

Posted: Fri Sep 05, 2014 4:14 pm
by adriano.ol
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

Re: multi UVW map channels

Posted: Sat Sep 06, 2014 4:04 am
by Goldorak
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
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.

Re: multi UVW map channels

Posted: Sun Sep 07, 2014 7:54 pm
by visionmaster2
:D