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Material Local Overrides

PostPosted: Thu May 23, 2019 8:43 am
by Luther76
Hi All,
is there any chance to use the "local overiddes" of "Material geometry node" with Octane?

I'm tryng to change the color of a glossy material, but it seem to me that dosen't works.

Any suggestion.

Thank you!

Paolo

Re: Material Local Overrides

PostPosted: Thu May 23, 2019 6:01 pm
by juanjgon
Sorry, I'm afraid that the "material_override" attribute is not supported yet by Octane. It is a planned feature, but the core code support the materials override is not ready yet.

Thanks,
-Juanjo

Re: Material Local Overrides

PostPosted: Tue Mar 17, 2020 9:17 am
by Luther76
Hi Juanjo,
any news about that?
If not, in your opinion is possible to do something like that in other way?
I have to texture many packs with different textures and I don't want to create many materials

Thank you.

L.

Re: Material Local Overrides

PostPosted: Tue Mar 17, 2020 4:13 pm
by juanjgon
Nope, not yet. Sorry. In any case, if you work with Octane 2020.1 perhaps you could use float attributes to drive one or more texture or material mixer nodes and avoid the use of several materials.

Thanks,
-Juanjo

Re: Material Local Overrides

PostPosted: Mon May 11, 2020 9:28 am
by blobbybarack
Hi,
any possibility to add a driveable by float pin to the node selector input selected parm in future released to takle this problem ?

Re: Material Local Overrides

PostPosted: Tue May 12, 2020 9:20 am
by juanjgon
blobbybarack wrote:Hi,
any possibility to add a driveable by float pin to the node selector input selected parm in future released to takle this problem ?


Sorry, this is not possible. The node selector is not a standard Octane node. It is a tool added on the plugin side to physically rewire node trees at the scene extraction time, so it can't be driven by any parameter.

Thanks,
-Juanjo

Re: Material Local Overrides

PostPosted: Tue May 12, 2020 8:13 pm
by blobbybarack
ok thank you juanjgon.