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Instances inherit UV available in the base mesh-Feature Req

Posted: Wed Dec 10, 2014 12:57 am
by adkkda
Hi folks, specifically octane team.

I've asked for this feature within the FiberFX rendering in LightWave 2015 thread and it has been asked for already somewhere here but I can't locate the thread so I'm just breaking out a separate request here so it's not buried.

Quote from the OCTANE/LW manual ...
"One important feature of the Octane plugin is that each fiber inherit the UV coordinate available in the base mesh at the fiber root point. This feature makes possible apply texture maps to the hairs, as you can see in the next image."

Could we ask you, the octane team, to include the same functionality for instances ? Is this doable / possible ?
As in an instance picking up the UV from the instance location point?
At the moment we can randomly colour instances, and the only projection available is planar & camera projection, effectively smearing the texture. Which means things like this (pic) are not possible with instancing. Each instance only gets one colour applied, based upon the UV and texture map applied to the base geometry.

Even a simple yes / no / we're thinking about it, will suffice so I can stop going on about it :)
It's a handy feature that I'm sure many here will appreciate. Thanks guys.

Re: Instances inherit UV available in the base mesh-Feature Req

Posted: Wed Dec 10, 2014 8:55 am
by juanjgon
Nope, sorry. This feature is not possible currently in Octane. As you know we only have the random texture node to random shade the instances, but we don't have a function to get the instances color from an UV map.

-Juanjo

Re: Instances inherit UV available in the base mesh-Feature Req

Posted: Wed Dec 10, 2014 10:42 am
by adkkda
Cheers Juanjo, appreciate your answer.
Do you know if the octane team are considering such a feature ? Is it worth posting this in the general discussion perhaps ?
I thought that since we can do it for fibers, instances might not be such a stretch - I might be wrong tho in terms of what's involved.
Thanks again.