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UV on a Mesh ?
Posted: Sat Jan 19, 2019 1:23 am
by Creative_Sheep
Is it possible to check if there are UV's on a mesh within Octane Standalone ?
Re: UV on a Mesh ?
Posted: Mon Jan 21, 2019 1:55 pm
by bepeg4d
Hi,
yes sure, switch to InfoChannel Kernel, then to Texture Coordinates.
If the object is displayed as black, the mesh has no uvs.
ciao Beppe
Re: UV on a Mesh ?
Posted: Mon Jan 21, 2019 5:08 pm
by FrankPooleFloating
Nice tip Beppe. Also, Displacement only works on UVs, so if one popped a displacement on something and it didn't appear in IPR, then it has no UV. It would be nice if there was a quicker way than either of these though...
Re: UV on a Mesh ?
Posted: Tue Jan 22, 2019 2:06 am
by Creative_Sheep
bepeg4d wrote:Hi,
yes sure, switch to InfoChannel Kernel, then to Texture Coordinates.
If the object is displayed as black, the mesh has no uvs.
ciao Beppe
The documentation doesn't inform what I need to connect to the InfoChannel kernel to get the desired information; as I can't connect a geometry node which I thought what needed to be connected ?
Re: UV on a Mesh ?
Posted: Wed Jan 23, 2019 12:42 pm
by bepeg4d
Hi,
you need to connect the InfoChannel kernel node to the render target node connected to the mesh geometry to be checked.
Or simply click the Kernel icon in the Node Inspector, then switch it into InfoChannel.
Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel.
ciao Beppe
Re: UV on a Mesh ?
Posted: Mon Jan 28, 2019 1:34 am
by Creative_Sheep
bepeg4d wrote:Hi,
Or simply click the Kernel icon in the Node Inspector, then switch it into InfoChannel.
With this method does the Info Channel kernel need to be connected ?
Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel.
ciao Beppe
I don't understand ? Also why when the Info Channel Kernel is not connected is the mesh rendering in wireframe ?
Re: UV on a Mesh ?
Posted: Wed Jan 30, 2019 8:41 am
by bepeg4d
Hi,
OctaneRender has four different kernels, Direct Light, Path Tracing, PMC (rendering kernels), and finally InfoChannel (visual information about the scene) .
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node.
If no Kernel node is connected, or is not present inside the Render Target kernel pin, and the pin is empty, the scene is rendered in InfoChannel Wireframe mode, by default.
ciao Beppe
Re: UV on a Mesh ?
Posted: Sun Feb 03, 2019 6:46 pm
by Creative_Sheep
bepeg4d wrote:Hi,
OctaneRender has four different kernels, Direct Light, Path Tracing, PMC (rendering kernels), and finally InfoChannel (visual information about the scene) .
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node.
If no Kernel node is connected, or is not present inside the Render Target kernel pin, and the pin is empty, the scene is rendered in InfoChannel Wireframe mode, by default.
ciao Beppe
Beppe, what do you mean by this;
Any Render Target node can have the kernel node inside the pin, or connected to the kernel pin as external node
and this;
Alternatively, you can enable the Info passes/UV coordinates pass, and click on the button in viewport, without switching the kernel
Re: UV on a Mesh ?
Posted: Fri Feb 08, 2019 4:46 pm
by bepeg4d
Any Render Target node can have the kernel node inside the pin (Collapsed):
or connected to the kernel pin as external node (Expanded):
so you can connect a different Kernel node, without losing the original node:
Alternatively, you can enable the Info passes/UV coordinates pass:
and click on the button in viewport, without switching the kernel:
ciao Beppe
Re: UV on a Mesh ?
Posted: Sat Feb 09, 2019 3:20 pm
by Creative_Sheep
@bepeg4d
Any Render Target node can have the kernel node inside the pin (Collapsed):
What do you mean by,
inside the pin ?
I still don't know how to prevent the mesh from rendering in wireframe ?