multi UVW map channels
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Thanks Karba. This is the one feature that prevents me from using octane as the main renderer as it takes ages to work around it. Multi UV's are widely used in arch viz and I was told it is also a core feature in games. Can you please consider adding it to the "to do" list?Karba wrote:Himuski wrote:Hi Guys, do you have any plans to add the option of multi UVW map channels in octane?
Not in near future.
Regards
win10x64 | AMD 2920X | 128GB | bunch of 30xx's | max 2014/17
First we have to stabilize 2.x version. We have quite a lot new features and need to fix all bugs which are enough.muski wrote:Thanks Karba. This is the one feature that prevents me from using octane as the main renderer as it takes ages to work around it. Multi UV's are widely used in arch viz and I was told it is also a core feature in games. Can you please consider adding it to the "to do" list?Karba wrote:Himuski wrote:Hi Guys, do you have any plans to add the option of multi UVW map channels in octane?
Not in near future.
Regards
That's fair enough. Thanks.Karba wrote:First we have to stabilize 2.x version. We have quite a lot new features and need to fix all bugs which are enough.muski wrote:Thanks Karba. This is the one feature that prevents me from using octane as the main renderer as it takes ages to work around it. Multi UV's are widely used in arch viz and I was told it is also a core feature in games. Can you please consider adding it to the "to do" list?Karba wrote:
Hi
Not in near future.
Regards
win10x64 | AMD 2920X | 128GB | bunch of 30xx's | max 2014/17
I know you guys have a lot of stuff to do with octane 2.0 and I´m a fan of octane and happy to see new features and progress, so keep it up 
But:
Just wanted to say, that since I first bought and used octane I loved the workflow and speed, but I missed really basic stuff (in my opinion), like region render and Multiple UV channels.
Thats one of the main reason, I´m almost the only one im my company who really likes octane.
People just don´t want to try it when they are told, that these features are unavailable.
I was able to live without displacement, motion blur an hair and fur.
Don´t get me wrong. I love these features, but the basic stuff, which should be available in all
3d packages was missing from the beginning.
Now I at least finally got region render, which is essential. But I really don´t understand, why there are still no multiple UV channels.
I´m no programmer, but in comparison to implementing the (awesome) displacement, the integration auf a second UV channel should be a walk in the park, or am I wrong?
Anyway, features like displacment and motion blur are more of a product seller, than multiple
UV channels I guess. And maybe I am wrong in guessing most users out there are missing this feature.
But in my opinion, it is just an absolut basic feature for texturing.
But as I said, I´m happy with your product so far, keep it up. I´m just hoping the second UV channels will have a higher priority after optimizing the 2.0 version

But:
Just wanted to say, that since I first bought and used octane I loved the workflow and speed, but I missed really basic stuff (in my opinion), like region render and Multiple UV channels.
Thats one of the main reason, I´m almost the only one im my company who really likes octane.
People just don´t want to try it when they are told, that these features are unavailable.
I was able to live without displacement, motion blur an hair and fur.
Don´t get me wrong. I love these features, but the basic stuff, which should be available in all
3d packages was missing from the beginning.
Now I at least finally got region render, which is essential. But I really don´t understand, why there are still no multiple UV channels.
I´m no programmer, but in comparison to implementing the (awesome) displacement, the integration auf a second UV channel should be a walk in the park, or am I wrong?
Anyway, features like displacment and motion blur are more of a product seller, than multiple
UV channels I guess. And maybe I am wrong in guessing most users out there are missing this feature.
But in my opinion, it is just an absolut basic feature for texturing.
But as I said, I´m happy with your product so far, keep it up. I´m just hoping the second UV channels will have a higher priority after optimizing the 2.0 version

corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti
Win7 64bit, 3dsmax 2014 / 2015
Win7 64bit, 3dsmax 2014 / 2015
Octane has been a breath of fresh air in the 3D market and after having a quick play I didnt waste too much time in purchasing my license.
I was surprised that multi-uv channels were not supported since being GPU driven texture memory and number of textures are precious. Of course, Octane v2 addresses unlimited textures - thanks for that one
However, limited memory is still a key matter. Limited amount of VRAM quite quickly can disappear when working on projects.
I started my career in the games industry many years ago. In the industry Multi-Uv chans are bread and butter. Every single texture in computer games are tweaked to perfection - number of colours, size etc to optimize the VRAM memory size. Mutli uv chans are great where they can save lots of VRAM. For example, often we use decals or logos with maybe a couple of colours. Dirt, Noise, bump maps, normal maps etc can be applied over the top but to save from having specific effects maps for each example of a logo, uv chans allow to control how the effects are placed over the top. Used intelligently this can save huge amounts of memory.
One of the things I love about GPU workflow is that it does encourage efficiency in modeling and texturing. Since moving into 3d visualisation, I felt I had lost my efficient roots since it is all too easy to get sloppy with huge textures and 10 times more memory in our systems.
I appreciate every new feature takes time and patience to implement but I am sure many of use would be very greatful if Octane team reviewed Multi-uv channel support again
I was surprised that multi-uv channels were not supported since being GPU driven texture memory and number of textures are precious. Of course, Octane v2 addresses unlimited textures - thanks for that one

I started my career in the games industry many years ago. In the industry Multi-Uv chans are bread and butter. Every single texture in computer games are tweaked to perfection - number of colours, size etc to optimize the VRAM memory size. Mutli uv chans are great where they can save lots of VRAM. For example, often we use decals or logos with maybe a couple of colours. Dirt, Noise, bump maps, normal maps etc can be applied over the top but to save from having specific effects maps for each example of a logo, uv chans allow to control how the effects are placed over the top. Used intelligently this can save huge amounts of memory.
One of the things I love about GPU workflow is that it does encourage efficiency in modeling and texturing. Since moving into 3d visualisation, I felt I had lost my efficient roots since it is all too easy to get sloppy with huge textures and 10 times more memory in our systems.
I appreciate every new feature takes time and patience to implement but I am sure many of use would be very greatful if Octane team reviewed Multi-uv channel support again

Hey guys, no need to type all those long stories. Nobody reads and nobody cares.
All we can do is sit and wait.
I'm in the middle of writing a converter from Octane to iRay and Corona. Octane is good for scenes that are not so demanding, but it just doesn't have the features for more complex stuff.
Suv
All we can do is sit and wait.

I'm in the middle of writing a converter from Octane to iRay and Corona. Octane is good for scenes that are not so demanding, but it just doesn't have the features for more complex stuff.
Suv
I think the developers specifically not do some things to do them in the new version and get with money. This greatly hinders the development. Sadly ...
Multi UVW map channels pretty useful thing for me, for a long time waiting for her support.
Multi UVW map channels pretty useful thing for me, for a long time waiting for her support.

r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021