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Plugin does not respect negative scaling values

Posted: Sun Apr 14, 2013 4:12 pm
by larsmidnatt
Sometimes I like to use negative scaling values to mirror environmental objects. The plugin seems to only view scaling in absolute terms, so I can't use this trick easily anymore. I occasionally will scale something -100% in the X axis and voila I have a mirrored object. I have a workaround, I think exporting the mirrored object to obj and importing should get around it, but would prefer not having to do this.

I'd put this as a minor issue.

Re: Plugin does not respect negative scaling values

Posted: Sun Apr 14, 2013 5:35 pm
by t_3
larsmidnatt wrote:Sometimes I like to use negative scaling values to mirror environmental objects. The plugin seems to only view scaling in absolute terms, so I can't use this trick easily anymore. I occasionally will scale something -100% in the X axis and voila I have a mirrored object. I have a workaround, I think exporting the mirrored object to obj and importing should get around it, but would prefer not having to do this.

I'd put this as a minor issue.
in fact octane does not support negative scale values through placement nodes. since i already partly excluded scaling form the placements, to work around another octane shortcoming (regarding emission intensity), there might be a slight chance that i also find a workaround to allow this, even if octane doesn't.

if you switch to final, you will get the objects mirrored, since there are no placements used. another thing i don't exactly like, but currently i'm short of miracles ;)

Re: Plugin does not respect negative scaling values

Posted: Sun Apr 14, 2013 7:19 pm
by larsmidnatt
t_3 wrote:
larsmidnatt wrote:Sometimes I like to use negative scaling values to mirror environmental objects. The plugin seems to only view scaling in absolute terms, so I can't use this trick easily anymore. I occasionally will scale something -100% in the X axis and voila I have a mirrored object. I have a workaround, I think exporting the mirrored object to obj and importing should get around it, but would prefer not having to do this.

I'd put this as a minor issue.
in fact octane does not support negative scale values through placement nodes. since i already partly excluded scaling form the placements, to work around another octane shortcoming (regarding emission intensity), there might be a slight chance that i also find a workaround to allow this, even if octane doesn't.

if you switch to final, you will get the objects mirrored, since there are no placements used. another thing i don't exactly like, but currently i'm short of miracles ;)
interesting to know, i've got workarounds so it's all good. I just thought it was a bug and not a limitation of Octane render(placement nodes), knowing it works in final render mode also helps. Thanks.