If i take a material from the database and use the material picker, only a small line with material macro shows up in the node insepctor. Previously, i used 1.13, when i used the picker all material properties, even when used database materials where there and i could adjust the material. Now i have to doubleclick the material and a new register shows up. why is that? the previous workflow was much faster. Am i doing someting wrong?
Kind regards Chris!
OctaneRender™ Standalone 1.17
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- Elvissuperstar007
- Posts: 2506
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+11111111111111111111111111111111111111111111111111111111111111111111111111cfrank78 wrote:If i take a material from the database and use the material picker, only a small line with material macro shows up in the node insepctor. Previously, i used 1.13, when i used the picker all material properties, even when used database materials where there and i could adjust the material. Now i have to doubleclick the material and a new register shows up. why is that? the previous workflow was much faster. Am i doing someting wrong?
Kind regards Chris!
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i'm asking this since v1.14, i hope that they could find a better solution because the workflow is completely broken, it's a pain to fine tuning the materials 
ciao beppe

ciao beppe
Thanks guys for your hard work!
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Thanks Team Otoy.
I hold my breath every time with a release candidate, hoping for...
1. HDRI + SUN
2. Displacement maps
Any chance of even a roadmap hint on these?
Seeker
I hold my breath every time with a release candidate, hoping for...
1. HDRI + SUN
2. Displacement maps
Any chance of even a roadmap hint on these?
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
Ok. So i did nothing do wrong. So why did they do this? This is.....completely......no wordsi'm asking this since v1.14, i hope that they could find a better solution because the workflow is completely broken, it's a pain to fine tuning the materials
ciao beppe



Worked all day in 1.17. Can´t handle this workflow, sorry guys. Went back to 1.13 now. Sorry!
Kind regards Chris!
The reason of this change is to display the input pins of a macro node. Otherwise they would never be visible. A macro node is supposed to be a black box, with an interface specified by the input nodes.cfrank78 wrote:Ok. So i did nothing do wrong. So why did they do this? This is.....completely......no wordsi'm asking this since v1.14, i hope that they could find a better solution because the workflow is completely broken, it's a pain to fine tuning the materials
ciao beppe![]()
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Worked all day in 1.17. Can´t handle this workflow, sorry guys. Went back to 1.13 now. Sorry!
Kind regards Chris!
Since there have been a few complaints (and we never listen to the users

In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
To sort out the macro node issues reported here a few times, Roeland merged some changes from the development branch into the stable branch. Now you can switch between two display modes for macro nodes:
This change plus more stuff was planned for the next release after stable 1.20 and probably will make even more sense then, but hopefully it helps with the current problems, too.
If the node graph of a macro node contains input nodes (which are displayed as input pins on the node itself) the input pins will be displayed as default. This hides the internal node graph. Using the icon marked above you can switch to the node graph that is connected to the output node, hiding the input pins.This change plus more stuff was planned for the next release after stable 1.20 and probably will make even more sense then, but hopefully it helps with the current problems, too.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
this is great, a big thanks, now the workflow is no more broken and is also easy to work with pins now 
thanks again guys for the fast correction, very appreciated
ciao beppe

thanks again guys for the fast correction, very appreciated

ciao beppe
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
finally smooth interpolation and correct bump...
Hey, don't change the fresnel from 1 to 0 and viceversa too often because Karba has to create another script to invert this value for older scenes.
Please add a table of physical corrected index of refractions and abbe: air, water, diamond, etc. Many people don't know what the ior is.
Regards
Hey, don't change the fresnel from 1 to 0 and viceversa too often because Karba has to create another script to invert this value for older scenes.
Please add a table of physical corrected index of refractions and abbe: air, water, diamond, etc. Many people don't know what the ior is.
Regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB