Hi Juanjo,
there is a problem when using a texture in the anisotropy rotation. It's sometimes rotating at twice the speed of the object, it's assigned to. Attached is a GIF, which shows the problem, you need to open it in another tab.
In another scene I used the same objects and material and it's working as expected. I guess internally Octane needs not use some kind of inverse transformation to correctly calculate this but in some cases it does this in the wrong direction and therefore the texture spins at twice the speed instead of being static.
I reduced my scene quite a bit, it's about 60MB. How can I transfer it to you?
Cheers, Lukas
Anisotropy rotation texture rotating
Moderator: juanjgon
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Before posting a bug report, please check the following:
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Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
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G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
I was testing your scene using the just-released Octane 2020.1.1 core that includes a lot of fixes, but unfortunately, it seems that the problem is still there. I've reported this issue to the core devs to check if we can find what's the problem.
Thanks,
-Juanjo
Thanks,
-Juanjo