hi,
i am new to 2.8 but getting the hang of it pretty fast.
since there is only the 2.7 build i decided to try it out, however any map is simpy not working. the colours change to the median or combination of all the pixels but no texture map.
the preview window is fine though.
any help?
texture not mapping
Does your object have a UV map?
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
my bad. i was thinking that primitives have an automatic uv assigned.
actually tried then with box and other mapping inside octane node editor didnt work.
proper uv solved it.
however i actually only see the textures in render mode. texture mode is blank, material mode is black.
this alright? kind of clunky...
cheers for writing in on a saturday pegot, thanks.
actually tried then with box and other mapping inside octane node editor didnt work.
proper uv solved it.
however i actually only see the textures in render mode. texture mode is blank, material mode is black.
this alright? kind of clunky...
cheers for writing in on a saturday pegot, thanks.
Some notes/tips:
- You only get automatic UV-maps for primitives if you check the "Generate UVs" in the settings for the Add Operator (F6)
- For Octane the texture will only show in the Viewport if the object is UV mapped (In Material view it will show the texture connected to Color/Diffuse, in Textured view it will show the texture of the selected texture node [even if it's not connected])
- If you connect a Projection node to the texture node it should work fine (even without UV mapping) (but this doesn't work in Material/Texture View)
Windows 10 Pro - AMD Ryzen 7 2100X 8 core 3.70GHz - 32GB RAM - GeForce GTX 1080 8GB
Octane Prime - Blender Plugin user
Metal IOR values for Octane (with .blend library): https://chris.hindefjord.se/resources/rgb-ior-metals/
Octane Prime - Blender Plugin user
Metal IOR values for Octane (with .blend library): https://chris.hindefjord.se/resources/rgb-ior-metals/
very kind of you chris,
i needed those.
well possibly due to 2019 xb1 but the stuff is a bit glitchy.
textures now show up but if i use mixing nodes its wonky as hell.
material view is black but maybe because of the sunlight only.
i have used octane mostly with c4d. how the hell do i add a light?
sorry dont mean to use this for noob blender support...
anyone has any idea where to find that AI upscaler?
also where to find octane volume box? i tried creating a simple fog box via material and a primitive but works only from the outside.
i needed those.

well possibly due to 2019 xb1 but the stuff is a bit glitchy.
textures now show up but if i use mixing nodes its wonky as hell.
material view is black but maybe because of the sunlight only.
i have used octane mostly with c4d. how the hell do i add a light?
sorry dont mean to use this for noob blender support...
anyone has any idea where to find that AI upscaler?
also where to find octane volume box? i tried creating a simple fog box via material and a primitive but works only from the outside.
Yeah, the Material view isn't great: It basically only works with Diffuse and Glossy, and it doesn't reflect material changes (nor texture transformations).
The Textured view is a bit more useful, when your texturing/UV-unwrapping, but still doesn't reflect any node based transforms etc for the texture.
I usually work in rendered view (in a smaller "window") when I'm shading.
For lighting you "have to" use "mesh lights" (planes etc).
There is (some) support for some of the lamp types:
(Texture of a circle, set not wrap [Black color as "Border Mode"], connected to the Distribution of the Emission node, and with Perspective Projection*) (*You could use "Normal Space" instead of "Object space" for the projection, but then you need to invert the texture in this case. Or you could use a proper IES Profile..)
The AI upsampler is only in the test version (2019.1.XB2 - 18.0) currently (sadly only for perpetual license holder, for now..). If you have that version you can find it in the camera settings (below the Denoiser settings)
The Textured view is a bit more useful, when your texturing/UV-unwrapping, but still doesn't reflect any node based transforms etc for the texture.
I usually work in rendered view (in a smaller "window") when I'm shading.
For lighting you "have to" use "mesh lights" (planes etc).
There is (some) support for some of the lamp types:
- Point - Only as a "toon light"
- Sun - Used to control the sun in the Daylight environment (didn't get this to work, didn't put much effort in it..)
- Area - The default material wont work, you have to change it to a Octane Emission setup (A Diffuse Material and an Emission node)
(Texture of a circle, set not wrap [Black color as "Border Mode"], connected to the Distribution of the Emission node, and with Perspective Projection*) (*You could use "Normal Space" instead of "Object space" for the projection, but then you need to invert the texture in this case. Or you could use a proper IES Profile..)
The AI upsampler is only in the test version (2019.1.XB2 - 18.0) currently (sadly only for perpetual license holder, for now..). If you have that version you can find it in the camera settings (below the Denoiser settings)
Windows 10 Pro - AMD Ryzen 7 2100X 8 core 3.70GHz - 32GB RAM - GeForce GTX 1080 8GB
Octane Prime - Blender Plugin user
Metal IOR values for Octane (with .blend library): https://chris.hindefjord.se/resources/rgb-ior-metals/
Octane Prime - Blender Plugin user
Metal IOR values for Octane (with .blend library): https://chris.hindefjord.se/resources/rgb-ior-metals/
hi and thanks again.
i tried it some more yesterday, frustrated the hell out of me.
not only is the implementation clunky, the performance in liveviewer is pretty bad.
kind of bummed out to have subbed for next two year tbh. live and learn.
i appreciate your help.
i tried it some more yesterday, frustrated the hell out of me.
not only is the implementation clunky, the performance in liveviewer is pretty bad.
kind of bummed out to have subbed for next two year tbh. live and learn.
i appreciate your help.
- linograndiotoy
- Posts: 1358
- Joined: Thu Feb 01, 2018 7:10 pm
What are you finding "clunky" in the Octane for Blender implementation?crackfox wrote:hi and thanks again.
i tried it some more yesterday, frustrated the hell out of me.
not only is the implementation clunky, the performance in liveviewer is pretty bad.
kind of bummed out to have subbed for next two year tbh. live and learn.
i appreciate your help.
In which way the Live Viewer performance is bad and in which situation?