Page 1 of 1
Octane Projection Node - Doesn't seem to Correctly map
Posted: Fri Apr 10, 2015 3:19 pm
by 3dreamstudios
It seems that when I use the Octane Projection node to map textures I get a different result than LW native box mapping specifically.
For instance...the Rotation Order doesn't seem to do anything when I select each different one...?
In LW the H Rotation is along the Y axis I believe...so it spins a texture like a top, facing different direction. Again no matter what I select in the Rotation order the only rotation that does this in Octane Node is the P channel.
What gives? I'm using Beta3 of 2.2 possible bug?
Re: Octane Projection Node - Doesn't seem to Correctly map
Posted: Fri Apr 10, 2015 5:50 pm
by juanjgon
I don't think that the Octane projection and the LW native projection can match at all. Each one uses it's own projection algorithm.
Why do you need to match both projections? ... anyway I will test the Octane box projection to see if there is any problem with it.
-Juanjo
Re: Octane Projection Node - Doesn't seem to Correctly map
Posted: Fri Apr 10, 2015 7:50 pm
by 3dreamstudios
Not trying to match them necessarily...but I figure they should work the same/similar. Yes please check that the projections are being calculated/displayed correctly.
On my machine they do not react as expected. (They actually don't change at all depending on what XYZ option you choose....I think this is to map the HPB channels to XYZ??? They don't change on my end.
Also just ran across another issue (possibly). If you select World or Local coords space in the projection node you would think it would change what coords it's projected with/on. This is again not the case for me. They don't change when I have one selected then the other.
I have a roof of an object, that object is rotated 15 degrees in Layout (perp in Modeler) If I want my projection mapped at a 90 degree angle in Layout one would think you could select LOCAL as coords and then select 90 on either the HPB (depending on previous issue). But this does not change anything.
Anyway, please take a look to see this is working as you expect...I may just not understand the use case. Thanks.
Re: Octane Projection Node - Doesn't seem to Correctly map
Posted: Mon Apr 13, 2015 9:48 am
by juanjgon
I am testing the box projection here and it seems to work fine. All the options and transformation parameters are working like in the Standalone application. Can you post a sample scene with your issues?
For example, to rotate a Y planar projection in your object you only need to set the local mode and use the "P" rotation parameter.
-Juanjo
Re: Octane Projection Node - Doesn't seem to Correctly map
Posted: Mon Apr 13, 2015 1:04 pm
by 3dreamstudios
juanjgon wrote:I am testing the box projection here and it seems to work fine. All the options and transformation parameters are working like in the Standalone application. Can you post a sample scene with your issues?
For example, to rotate a Y planar projection in your object you only need to set the local mode and use the "P" rotation parameter.
-Juanjo
I think that might be the issue for me...if you want to rotate a texture on the Y axis which is UP in LW you would rotate the Heading channel.
But if I change the XYZ order option it doesn't change how each channel is mapped. Maybe it's not suppose to...but doesn't see to do anything...so what is that option for? May just not understand...thanks.
Re: Octane Projection Node - Doesn't seem to Correctly map
Posted: Mon Apr 13, 2015 2:50 pm
by juanjgon
The XYZ order option doesn't change how each channel is mapped, it change the order of the rotation transformation (the channel that is rotated first, then the second one and finally the third one). It is not the same rotate a texture for example first in X and later in Y/Z that rotate first the Y axis and later the X/Z.