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Re: Where are we with texture baking for v3?

Posted: Wed Jun 29, 2016 5:06 am
by dotcommer
Ok, finally got a chance to sit down and try out the texture baking. Now i'm getting how it works, and I understand what you mean by not having the UVs of multiple objects overlap. Thats really unfortunate though if someone like myself has a large scene with a lot of objects in a scene and wants to just quickly render out a massive UV texture of all the objects in a scene. I would need to go into each one individually and try to space them out so they don't overlap, having to click each one individually and check their UVs in body paint and make sure they're not overlapping other objects. Thats really slow, and very prone to errors with a lot of objects. C4D's bake object feature will take all the UVs from all the objects in a group and just evenly align them in the texture coordinate which is so much faster. Is there nothing like that for Octane at the moment?

Re: Where are we with texture baking for v3?

Posted: Wed Jun 29, 2016 11:34 pm
by mojave
I'm happy to see you got it working.

Regarding to your request, the Octane renderer itself does not have the ability to modify or save any type of mesh (including UVs). However some plugin developers, depending on the host application's functionality might choose to add extra features such as the one you state. Perhaps aoktar could provide more information about whether this is something that could be included in the plugin in the future.

Re: Where are we with texture baking for v3?

Posted: Sat Jul 02, 2016 12:25 am
by aoktar
dotcommer wrote:Ok, finally got a chance to sit down and try out the texture baking. Now i'm getting how it works, and I understand what you mean by not having the UVs of multiple objects overlap. Thats really unfortunate though if someone like myself has a large scene with a lot of objects in a scene and wants to just quickly render out a massive UV texture of all the objects in a scene. I would need to go into each one individually and try to space them out so they don't overlap, having to click each one individually and check their UVs in body paint and make sure they're not overlapping other objects. Thats really slow, and very prone to errors with a lot of objects. C4D's bake object feature will take all the UVs from all the objects in a group and just evenly align them in the texture coordinate which is so much faster. Is there nothing like that for Octane at the moment?
Have you checked my mini tutorial about multi object baking?

Re: Where are we with texture baking for v3?

Posted: Sat Jul 02, 2016 2:59 am
by dotcommer
aoktar wrote: Have you checked my mini tutorial about multi object baking?
I think so, but didn't see anything that covers organizing and baking multiple objects in a group... If you want to link me to your mini tutorial, maybe I didn't see the right thing.

Re: Where are we with texture baking for v3?

Posted: Sat Jul 02, 2016 5:16 am
by atome451
Hi,
Here is the tutorial: viewtopic.php?f=87&t=54323 ;)

Re: Where are we with texture baking for v3?

Posted: Sat Jul 02, 2016 6:42 pm
by dotcommer
atome451 wrote:Hi,
Here is the tutorial: viewtopic.php?f=87&t=54323 ;)
OOohh, now I see whats going on. I only saw the two images linked from somewhere else and it didn't explain well enough, but that descriptive text from this post helps explain more of whats going on.

Ok, so you're using C4D's bake texture tag to just align all the UVs of the group of objects, then running Octane's texture bake on that consolidated object. Awesome. I'll have to give this a try soon. I'll be back with either success or more questions, haha. Thanks!