Instances inherit UV available in the base mesh
Posted: Mon Dec 15, 2014 3:51 am
Hi octane folks,
I've asked for this feature on the LW forum and thought I'd add it here as well seeing Juanjo's response.
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."
Is it possible to include the same functionality for instances ? Is this doable / possible ?
As in an instance picking up the UV from the instance location point?
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.
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.
It's a handy feature that I'm sure a few here would appreciate. Thanks.
I've asked for this feature on the LW forum and thought I'd add it here as well seeing Juanjo's response.
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."
Is it possible to include the same functionality for instances ? Is this doable / possible ?
As in an instance picking up the UV from the instance location point?
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.
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.
It's a handy feature that I'm sure a few here would appreciate. Thanks.