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Picture viewer UV render issue

Posted: Sun Jun 28, 2015 9:22 am
by bleepurchin
I have a problem which occurs over two frames.

My UVs suddenly move to a different position from one frame to another. It happens at the point when the mesh changes. I have baked my mesh to points and it is still doing it.
This does not occur in the Live viewer.

I hope you guys have a fix for this.... I have over 60 cameras to render is this is camera one! :shock:


This scene file file has the baked mesh and the original mesh which was animated with the correction deformer. Both produce the same result. The shift happens from frame 1146-1147.
Shell_render_issue.rar
(1.29 MiB) Downloaded 152 times
Thanks,
Luke.

Re: Picture viewer UV render issue

Posted: Sun Jun 28, 2015 11:26 am
by Yambo
your UVs are all messed up

Re: Picture viewer UV render issue

Posted: Sun Jun 28, 2015 1:12 pm
by bleepurchin
.... well this was a cylindrical projection and in any case how can that be the reason for a sudden shift in them?

I'm not sure I agree with what you say, these are the UVs of the object before being baked that I sent to the picture viewer and I don't see a problem....
Screenshot (9).png
Also, if the live viewer isn't showing me an issue - why should there be a problem in the picture viewer?

As I said, I get the same shift in texture before I bake the object and after it.

Re: Picture viewer UV render issue

Posted: Sun Jun 28, 2015 2:06 pm
by aoktar
I'm out of office, so hard to test. But i see you that you have some TRANSFORM node with BOX type and OBJECT space. This requires that exported objects should have a Octane TRANSFORM node. Octane Object tag creates this node. I see you have it. Also you should render it on "Resend Only Updated objects" mode. I see that you are doing this. So i'll try to check more...

ADDED a image for you. I think you are on mistake which is similar. I'm not sure you got the logic of this.

Re: Picture viewer UV render issue

Posted: Mon Jun 29, 2015 6:35 pm
by bleepurchin
Hi Aoktar,

I'm not really following your diagram.

I have never used the node graph for anything as I have never found it necessary.... can you access the node graph from Cinema? Sorry for my ignorance with this... I have never needed to use nodes for my scenes in the past. Can this not be fixed without entering the node setup?

Do I need to add the scatter node to something?? This all seems really complicated when I don't see that it should be when I have never had an issue like this in the past... what did I set up wrong?

A scene file would be helpful so I can see the difference in practice.

Many thanks,
Luke.

Re: Picture viewer UV render issue

Posted: Mon Jun 29, 2015 6:53 pm
by aoktar
bleepurchin wrote:Hi Aoktar,

I'm not really following your diagram.

I have never used the node graph for anything as I have never found it necessary.... can you access the node graph from Cinema? Sorry for my ignorance with this... I have never needed to use nodes for my scenes in the past. Can this not be fixed without entering the node setup?

Do I need to add the scatter node to something?? This all seems really complicated when I don't see that it should be when I have never had an issue like this in the past... what did I set up wrong?

A scene file would be helpful so I can see the difference in practice.

Many thanks,
Luke.
That's for just a deep info about background of structures. Exactly you DON'T NEED to OPEN or USE. Also after looking your scene, i think you don't need to use this for this situation. But try to understand why we need. I'll try to do these operations automatically on NEXT VERSIONS. Nevermind atm.

But i think your problem is TO USE a BOX projection. And animate the vertexes. This projection works as 6-sided projector and THAT'S NORMAL to produce a shift in this scenario. So you should USE UVW mapping in Octane node and Select any kind of mapping type in TEXTURETAG.

Re: Picture viewer UV render issue

Posted: Wed Jul 01, 2015 8:36 am
by bleepurchin
Hi Aoktar,

Sorry but I am not sure that I understand your explanation here...

I have a UV mapped object and I am shifting my texture using the transform node.... why is this a problem?

" This projection works as 6-sided projector and THAT'S NORMAL to produce a shift in this scenario. " - why is this normal... should this really be normal?? :?

Are you saying that the transform node will not work for me here - Is it the transform node that is the problem?

Should shift my texture with the texture tag instead of using the transform node?
Will doing this prevent the sudden shift in the texture?

If it is easier - could you please upload a scene file with an example of what I should do please? It might save a lot of time here!

Sorry but this isn't very clear to me from what you have said...

Thanks,
Luke.