Moderator: face_off
Tharso wrote:Hi Paul, I could not find coat layer. It was removed or maybe bad instalation?
funk wrote:Tharso wrote:Hi Paul, I could not find coat layer. It was removed or maybe bad instalation?
If youre talking about the new material layers, then OTOY removed this during the beta/rc. It never made it to the final release. Instead, a new option was added to the specular layer, called "thin layer"
funk wrote:Tharso wrote:Hi Paul, I could not find coat layer. It was removed or maybe bad instalation?
If youre talking about the new material layers, then OTOY removed this during the beta/rc. It never made it to the final release. Instead, a new option was added to the specular layer, called "thin layer"
Tharso wrote:Sad it dont work with mix material or composite material, it is bugged
funk wrote:Tharso wrote:Sad it dont work with mix material or composite material, it is bugged
It's not meant to be plugged directly into a mix/composite. It's a layer, so can only be plugged into a "Layered material", or into the "Material Layer" channel on an existing material, or a "Layer Group"
I have attached an example LXO using a diffuse material, with a specular layer plugged into the "Material Layer" channel. This creates our own custom "glossy" material.
Check out this pixelfondue video:
Also, see the 2019 standalone release thread for some examples: viewtopic.php?f=24&t=72584
There is more info in the standalone docs:
https://docs.otoy.com/StandaloneH_STA/S ... Layers.htm
https://docs.otoy.com/StandaloneH_STA/S ... terial.htm
funk wrote:I havent run into this yet, but please post an example orbx to the standalone thread so OTOY can fix the bug
EDIT: I have done a few tests and managed to reproduce the bug here as well. Its definitely an Octane core bug (not a plugin bug)
I posted the bug here: viewtopic.php?p=374501#p374501
face_off wrote:I have updated the installers at the top of this thread with:
2019.1.4.154
- Compiled with Octane 2019.1.4
- The Particle Id of the source mesh of an instance now has it's Particle Id loaded into the Octane Scatter node.
- Added limits (0.0 to 30.0m) to the Mesh item Curve Radius so stop an Octane crash
- Fixed issue where Enum and Greyscale Color input nodes were not being created for OSL Textures
- The "Save Render" button now allows the Alt key to be pressed in order to save all render passes (incl the Beauty pass) as discrete files
- Added the Volume Gradient and Volume Medium nodes from Octane Standalone, and Medium nodes can now be plugged into Octane Overrides in order to more easily setup the Octane material for Volumes
- Added support for material picking of Volumes
- EXPERIMENTAL: Added the octane.importLiveDb which uses the Octane Standalone LiveDb window to select and load materials as Octane Overrides. Importing LocalDb and LiveDb materials with Octane Gradient nodes is not currently working correctly.
Thanks
Paul
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