OctaneRender™ Standalone 3.06 TEST 2
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Hi coilbook,
if the mesh has proper unfolded not overlapping uvs, then you can use the Octane Baking feature to bake any kind of procedural textures applied, like noise, dirt and so on, and reuse them, also as displacement.
ciao beppe
if the mesh has proper unfolded not overlapping uvs, then you can use the Octane Baking feature to bake any kind of procedural textures applied, like noise, dirt and so on, and reuse them, also as displacement.
ciao beppe
bepeg4d wrote:Hi coilbook,
if the mesh has proper unfolded not overlapping uvs, then you can use the Octane Baking feature to bake any kind of procedural textures applied, like noise, dirt and so on, and reuse them, also as displacement.
ciao beppe
Thank you!
bepeg4d wrote:Hi coilbook,
if the mesh has proper unfolded not overlapping uvs, then you can use the Octane Baking feature to bake any kind of procedural textures applied, like noise, dirt and so on, and reuse them, also as displacement.
ciao beppe
what is a proper resolution for baking. Seems like changing aspect ratio changes texture look. Like aspect ratio? In this example I am baking a rectangular plane with noise
Why did not cylinder create a proper texture with proper textures on cylinder caps? Same happens with the box.
Thank you
I think the problem is that you don't have UV geometry mapping the cylinder caps, or at least that what it looks like to me from the baked texture.coilbook wrote: Why did not cylinder create a proper texture with proper textures on cylinder caps? Same happens with the box.
You also need to make sure both geometries, the one you are baking from and the one you are mapping the texture into have the same UV set, otherwise the mapping won't match.
If you are not sure, could you share the wireframe view of your geometry using the baking camera?
mojave wrote:I think the problem is that you don't have UV geometry mapping the cylinder caps, or at least that what it looks like to me from the baked texture.coilbook wrote: Why did not cylinder create a proper texture with proper textures on cylinder caps? Same happens with the box.
You also need to make sure both geometries, the one you are baking from and the one you are mapping the texture into have the same UV set, otherwise the mapping won't match.
If you are not sure, could you share the wireframe view of your geometry using the baking camera?
Thank you. We really thought Octane can automatically map for us since procedural textures on cylinder looks fine and it will create a matching bitmap with mapped caps. That's was the whole point for us is not to deal with mapping and let octane do all the work.
Thanks for explaining.
I can see this would be nice to have if you're using Standalone and don't have a modeling program. Create an UV and use atlas as projection.coilbook wrote:We really thought Octane can automatically map for us...
But since you use 3D Max, why do you need Octane to do it? Just curious.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
We try to keep Octane agnostic to any modifications or additions to the input geometry and limit to render what is provided, specially when the majority of our users use it as a plugin within software packages that already provide very good UV and advanced unwrapping methods.coilbook wrote:We really thought Octane can automatically map for us
Also think that doing this in an automatic way may not give you the best results as you may want more detail in certain areas or a very specific type of projection, which can only be achieved with some degree of user intervention.
Hi Marcus,
Could you put an option to apply a filter map to an RGB image being used as a back-plate for the Visible environment?
Essentially, to let you Blur the background image (which itself is the image and has no 3D map...)
Thanks!
Could you put an option to apply a filter map to an RGB image being used as a back-plate for the Visible environment?
Essentially, to let you Blur the background image (which itself is the image and has no 3D map...)
Thanks!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
To this end, we are testing if the free version of Unity 2017 (w/ Octane Standalone features fully integrated) will automatically unwrap imported ORBX scene meshes and then feed them back into Octane for baking using Unity's unwrapped UV2 coords (so far it looks possible for <10 million poly scenes) . You could then export this result in a new ORBX for baking outside of Unity+Octane.Zay wrote:I can see this would be nice to have if you're using Standalone and don't have a modeling program. Create an UV and use atlas as projection.coilbook wrote:We really thought Octane can automatically map for us...
But since you use 3D Max, why do you need Octane to do it? Just curious.
There is a similar (but different) built in unwrapping system in UE4 which would be used for that specific OR plug-in to allow in-engine baking without leaving the UDK tool.