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Re: Modo, Mari and Octane

Posted: Thu Oct 20, 2016 7:22 am
by haffy
face_off wrote:The normal maps look blank to me.
Hehe, they are not :)
2016-10-20 09.21 851.jpg

Re: Modo, Mari and Octane

Posted: Thu Oct 20, 2016 8:20 am
by face_off
Can you send me the scene and UDIM files so I can take a closer look pls?

Thanks

Paul

Re: Modo, Mari and Octane

Posted: Thu Oct 20, 2016 9:44 am
by calus
face_off wrote:Are you sure that not because the normal map has RGB channels mapping to an XYZ vector?
Paul
Right, I think that's the reason why it's not possible to mix several normal map together with Octane,

But my point is: as the Modo octane.createUdim command mix the Udim tiles together using multiply nodes, that's why it doesn't works also in Modo,
the normal map input of octane material doesn't support multiply node as input: the result is the same as if nothing was connected...

Here is a Modo scene to demonstrate that,
the Udim nodegraph as been created with the octane.createUdim command,
and as you can see it doesn't work at all for normal map,
but works if the node is used for diffuse for example.

Re: Modo, Mari and Octane

Posted: Thu Oct 20, 2016 10:03 am
by face_off
Calus - you are right. I was unaware of that limitation with Normal Maps. Unfortunately it break the entire UDIM process. May I suggest requesting OTOY to fix this, as it's a pretty major issue.

Thanks

Paul

Re: Modo, Mari and Octane

Posted: Thu Oct 20, 2016 10:31 am
by calus
face_off wrote:Calus - you are right. I was unaware of that limitation with Normal Maps. Unfortunately it break the entire UDIM process. May I suggest requesting OTOY to fix this, as it's a pretty major issue.
Well OctaneRender team is already aware of the issue (at least Roeland).
In 3.0.4, normal map has been revisited to work with bump but the normal map limitation has not not been removed.

So I fear we'll have to wait for the new texture sytem wtih OSL in later 3.1 *,
UDIM (and other mutli-tile convention) may be supported natively in Octane core at some point.




*https://render.otoy.com/forum/viewtopic.php?f=25&t=56551#p290140

Re: Modo, Mari and Octane

Posted: Fri Mar 24, 2017 7:46 am
by calus
face_off wrote:May I suggest requesting OTOY to fix this, as it's a pretty major issue.
Octane Normal Map have been improved in Octane core and don't have anymore the previous limitation since Octane3.06Test4 :)

So UDIM Normal map should be supported now in Modo since this version:
viewtopic.php?f=34&t=55078&start=340#p308769

(UDIM displacement is still not supported)

Re: Modo, Mari and Octane

Posted: Fri Mar 24, 2017 8:02 am
by face_off
Yes - thanks. Normal maps setup as UDIM's should now work in the Modo plugin (when using the octane.createUdim command).

Paul

Re: Modo, Mari and Octane

Posted: Tue May 16, 2017 10:24 pm
by yaseunghee
Hello Paul!

Due to your efforts, i use unreal shader with octane well. but it works well one map file map.

How can i use udim files with unreal shader?

in order to command 'octane.createUdim', i do octane override first..but once i do that, my unreal shader changed octane diffuse material or octane glossy material. than i don't know where input my metalness map.

how can i solve this problems?

Or at later version, can i use udims with unreal shader?

Re: Modo, Mari and Octane

Posted: Wed May 17, 2017 2:42 am
by face_off
How can i use udim files with unreal shader?

in order to command 'octane.createUdim', i do octane override first..but once i do that, my unreal shader changed octane diffuse material or octane glossy material. than i don't know where input my metalness map.

how can i solve this problems?

Or at later version, can i use udims with unreal shader?
Hi - at this stage, the plugin does not support UDIM textures with the Unreal shader. To have Unreal shader UDIM support, Octane would need to natively support UDIM textures, so I suggest submitting this to Otoy as a feature request (as I know a lot of other users have too).

Paul