Octane vopnet and subinput/subouput

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Octane vopnet and subinput/subouput

Postby blobbybarack » Fri Nov 29, 2019 2:49 pm

blobbybarack Fri Nov 29, 2019 2:49 pm
How do you/can you work with subinput/suboutoput at mat context top level ?

Maybe i make a confusion about it.

Can i construct a similar structure as subnet inside octane vop node but at an higher level in mat context ?

As an exemple.
>Two different octane vop node at top level .
>Each one are differents (projection, material or whatever...)
>an octane subnet node with some texture jamming...like a complex noise+osl+texture mix or whatever...at the top level in mat context too

Can i feed my 2 shaders with this top level octane subnet ?

It could be super handy for heavy scenes when differents shaders calls the same texture again and again. It could save a lot of VRAM too as you will call the same texture only once.

Please enlighten me, I can't figure it out if you just can't do this or if i miss something here.
blobbybarack
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Re: Octane vopnet and subinput/subouput

Postby juanjgon » Fri Nov 29, 2019 6:20 pm

juanjgon Fri Nov 29, 2019 6:20 pm
Currently, the Octane vopnet doesn't have inputs or outputs, but you could use the PluginTools->ShaderMerge node to link any vop node or node tree to the nodes inside your vopnet.

Thanks,
-Juanjo
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Re: Octane vopnet and subinput/subouput

Postby blobbybarack » Fri Nov 29, 2019 7:01 pm

blobbybarack Fri Nov 29, 2019 7:01 pm
Whaou I was not aware about the ShaderMerge.
This is even more usefull than what i was expecting. Great. This is what i need !

Thank you !
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