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UV's - a better way??
Posted: Thu Feb 18, 2016 7:27 pm
by createvfxinc
Seems like everytime I use Octane I'm dealing with UV issues via the Modo plugin. Is there a better workflow coming soon to the Modo plugin that will better deal with UV's? I'm almost at the point where the frustration is making me want to stop using Octane.
Re: UV's - a better way??
Posted: Thu Feb 18, 2016 10:29 pm
by face_off
What UV issues are you having?
Re: UV's - a better way??
Posted: Fri Feb 19, 2016 5:09 pm
by joshkitney
I've learn't, now, to be very diligent with meshes and UV's with Octane/Modo.
Normally I wouldn't care too much when working in Modo as it deals with them all good enough.
But with Octane I make sure all single meshes have single UV's (and good ones at that). No more messy UV lists for me.
Re: UV's - a better way??
Posted: Thu Mar 03, 2016 5:32 pm
by TheImageFaculty
Yep, just discovering this myself. I have had strange results with modo UV nodes plugged into the projection slot of images.
From what I can see it's best to ignore using modo's projections and instead use the octane projection nodes and make sure they are pointed at the correct UV set. And as you say Josh this is totally dependent on having an ordered list.
Re: UV's - a better way??
Posted: Fri Mar 04, 2016 3:03 am
by face_off
If someone sends me a scene showing this problem, I can take a closer look.
Thanks
Paul