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In the design Tier, we will have a look on how to place graphics on to your objects. And I will show you how to avoid tiling.

Here is a link to the tex website:  https://cc0textures.com/ 

Here is a link to my scene: https://www.dropbox.com/sh/af3olc562b7snfp/AACIikrBGAj1ANf9RBX_V-RFa?dl=0

Files

Previews only

13_PA_DESIGN_TILING

This is "13_PA_DESIGN_TILING" by vincent schwenk on Vimeo, the home for high quality videos and the people who love them.

Comments

BR

Awesome. Would love to see how you approach UV Unwrapping.

bharat

Hi Vincent, where do you source all your materials. Thanks.

bharat

I meant in general where do you get your source, any website for the materials that you can recommend

Nanni

Hey Vincent, this is the first time that I've left a comment so let me start saying that I love what you're making and all of your tutorials are great! Anyway, "unfortunately" I'm a new Octane user so sometimes I get stuck so here comes what is probably a dumb question for you: do you have any idea on how to create shadow catchers using Octane? Cheers!

Zhemin Wang

@Nanni double click your material to open material editor - then common - shadow catcher

Eric Sanderson

Hey Vincent, i was poking around your scene here and i noticed in your ANIMATION render preset you had Brute Force as your primary GI pass and irradiance point cloud as your second. Does the irradiance point cloud without a primary irradiance cache give you any benefit? I mean it seems to render ok, i was just under the impression the point cloud is based off of the initial cache so wondering if theres a trick of the trade im missing here. Thanks for the beautiful work and contributions to the community!

vincentschwenk

To be honest, I didn’t dig deeper there. Everyone I know was using it like that, so just copied that habit.