When using procedural texture input if Texture image node I can't use UV maps in classic LW nodes, only planar projection is supported.
What I want to do is have a procedural texture applied as displacement on an object but then have an additional exact UV mask which would define which portions of an object get a displacement.
OctaneRender™ 2.1 for LightWave™ BETA 2
Moderator: juanjgon
- BorisGoreta
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I am testing this issue and it is not going to be easy to fix. There is a problem in the LW events architecture: the Layout sends the event about the new light before build the light data (because the Octane light is a light plugin, I suppose) ... the light is added to the scene, but all the light parameters are null because the light is not initialized yet. This is why you need to change something in the light to enable it.BorisGoreta wrote:I have IPR running, while it is running I add Octane light which defaults to quad, in IPR there is no effect, the light does not emitt, but if I change light type to quad then it starts emitting. All this is without scene reloading.
It would be great if the quad light would start emitting, as I recall I had to reload the scene for lights ro kick in but now I see that in this case it is not neccessary.
This problem is only for new lights, if you clone a existing light all should work fine.
-Juanjo
Yes, sorry ... this is a limitation of the rasterization code. The texture rasterization is designed to work with procedurals. The function can't get the base mesh of the object, so if you are working with images only the planar projection is supported. At this point there is no way to get the mesh UV information.BorisGoreta wrote:When using procedural texture input if Texture image node I can't use UV maps in classic LW nodes, only planar projection is supported.
What I want to do is have a procedural texture applied as displacement on an object but then have an additional exact UV mask which would define which portions of an object get a displacement.
-Juanjo