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Keeping Texture Connections?
Posted: Mon May 31, 2010 12:21 am
by druie
If I already have materials setup like diffuse, bump, and specular do I need to re-connect it in Octane? For some reason when I import my OBJ it just comes in as a white material without any of the textures connected. (I'm using Maya as my 3d app.)
Re: Keeping Texture Connections?
Posted: Mon May 31, 2010 1:55 am
by kubo
check the map paths in the mlt file, they are probabily pointing either to the wrong direction or it could be a case of "filepaths with spaces" ask in the maya plugin board, otherwise they should show in octane, at least they do for me except in those situations
Re: Keeping Texture Connections?
Posted: Mon Jun 14, 2010 8:08 am
by tomacmuni
In the demo I imported a few obj files to see how things are.
I noticed that if the obj was exported *without* materials included (this is just for hook ups) you will only get *one* material input to the model.
I imported one model (a stormtrooper some dude made) and it had plenty of hookups to various textures, and they were rendering in the Octane without any trouble, but they looked crappy because the model was kind of crappy. I think the textures came in automatically because they were in the same folder as the .obj or something like that. I didn't check more about that.
Well, what happens if we have multi-suboject materials, say, from seperate UV sheets for head and body and we want to tell Octane's material node to use more than one material ID or something like that?
For now, it seems advisable to have one UV sheet per mesh (aka one diffuse texture per model).
I had a four texture model that loads up in Octane, and when I put any of the textures on it there it will put the texture over the whole object, not on just the faces they should go on since there seems to be no value anywhere for MaterialIDs.
But I may be wrong, and hopefully I am in this case.
Re: Keeping Texture Connections?
Posted: Mon Jun 14, 2010 8:11 am
by radiance
tomacmuni wrote:In the demo I imported a few obj files to see how things are.
I noticed that if the obj was exported *without* materials included (this is just for hook ups) you will only get *one* material input to the model.
I imported one model (a stormtrooper some dude made) and it had plenty of hookups to various textures, and they were rendering in the Octane without any trouble, but they looked crappy because the model was kind of crappy. I think the textures came in automatically because they were in the same folder as the .obj or something like that. I didn't check more about that.
Well, what happens if we have multi-suboject materials, say, from seperate UV sheets for head and body and we want to tell Octane's material node to use more than one material ID or something like that?
For now, it seems advisable to have one UV sheet per mesh (aka one diffuse texture per model).
I had a four texture model that loads up in Octane, and when I put any of the textures on it there it will put the texture over the whole object, not on just the faces they should go on since there seems to be no value anywhere for MaterialIDs.
But I may be wrong, and hopefully I am in this case.
at the moment you can support only 1 set of UVs per material (eg octane material).
so it you have different parts of your mesh with different UVs is suggest you assign those to unique materials in your host app before exporting...
Radiance
Re: Keeping Texture Connections?
Posted: Mon Jun 14, 2010 8:20 am
by kubo
Don't take this the wrong way, but aye, you are wrong,
You have to assing your material IDs correctly in your modeling app along with uvmaps, once all that's set you import it in octane and tweak the materials.
This means that if you have your random ready-to-die stormtrooper with ID 1 assigned to it's head and ID 2 to its armor and ID 3 to its useless but colorful empire standard blaster, and you have 3 materials to match those IDs and uvw maps are set acordingly, then once you import it in octane you'll have your brave (and soon dead) stormtrooper with 3 materials assigned ready to enjoy.
Re: Keeping Texture Connections?
Posted: Mon Jun 14, 2010 8:48 am
by radiance
kubo wrote:Don't take this the wrong way, but aye, you are wrong,
You have to assing your material IDs correctly in your modeling app along with uvmaps, once all that's set you import it in octane and tweak the materials.
This means that if you have your random ready-to-die stormtrooper with ID 1 assigned to it's head and ID 2 to its armor and ID 3 to its useless but colorful empire standard blaster, and you have 3 materials to match those IDs and uvw maps are set acordingly, then once you import it in octane you'll have your brave (and soon dead) stormtrooper with 3 materials assigned ready to enjoy.
that's exactly what I tried to explain... ?!
Radiance
Re: Keeping Texture Connections?
Posted: Mon Jun 14, 2010 9:11 am
by tomacmuni
That's cool - I'm glad to hear that manually assigned UV IDs can work. Thanks for the heads up.
Just for fun, here's my Pixie in Octane (demo). Five different model parts in one obj - loads with texture inputs just fine.
For the camera and rendertarget, are my nodes set up at all correctly? I was guessing.

Re: Keeping Texture Connections?
Posted: Mon Jun 14, 2010 9:38 am
by radiance
afaik you don't really need to use nodes if you're not working with procedurals, you can just stick them in the slots in the node inspector hierarchy on the right,
it's a bit more organized
Radiance
Re: Keeping Texture Connections?
Posted: Tue Jun 15, 2010 12:55 am
by kubo
radiance wrote:
that's exactly what I tried to explain... ?!
Radiance
Yeap I noticed... when I posted my answer ... lol... I was typing at the same time as you were it seems, and when it got posted I noticed you had anwsered a few minutes earlier (I was browsing another thing with the reply open and I didn't get notified there was a new reply...)
