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Material node groups

PostPosted: Thu Nov 03, 2016 8:26 am
by OkiDoki
Hi!

I'm curious if material node groups are supposed to work or if they're not supported by the plugin.

As far as I can tell, I can make a group in the node editor encompassing the whole material node graph no problem but as soon as I try connecting any inputs or outputs from outside the group I get the standard white material, ungroup and it's fine though.

I'm on Windows, using 3.04.3 v11.8

Thanks for an otherwise excellent plugin, it was well worth the wait!

Cheers /Erik

Re: Material node groups

PostPosted: Thu Nov 03, 2016 10:04 pm
by JimStar
Yes they must be working, material groups support was implemented a long time ago. But I've just checked - and I see there is some regression introduced in this regard...
I'm working on it now...

Re: Material node groups

PostPosted: Fri Nov 04, 2016 1:48 am
by JimStar
Actually they still worked OK, but only when connected to any nodes except main shader output.
I've just released the improved 11.10 version, must be OK now in those cases too.

Re: Material node groups

PostPosted: Mon Nov 07, 2016 9:16 am
by OkiDoki
Excellent, thank you for the quick response!

Re: Material node groups

PostPosted: Mon Nov 07, 2016 3:10 pm
by J.C
Exposed shader values like color does not work outside group. See attached file.

Re: Material node groups

PostPosted: Thu Nov 10, 2016 4:58 am
by JimStar
J.C
Good one, thank you for pointing it out. This feature has not been supported so far by Octane nodes, but I will work on it for next versions.

Re: Material node groups

PostPosted: Fri Jan 06, 2017 5:46 pm
by sinesium
JimStar
could you write when Node Group Exposed Parameters will work with Octane Nodes?
It is very hard to create own shaders without this capability especially when creating very complex materials ( look at the picture )

Please, tell when.
Thanks!

Re: Material node groups

PostPosted: Fri Feb 17, 2017 4:45 pm
by J.C
Latest release (11.24) has it working! Thanks Jim Star!

Re: Material node groups

PostPosted: Fri Feb 17, 2017 6:17 pm
by sinesium
BUG: Texture Image Node do not update LivePreview when texture image has changed.
You have to restart LivePreview manually and the you can see image map change.

Is it possible that image texture change does not make whole LivePreview update & restart process but just update of this single material without processing all materials form the beginning ?
There is no problem in simple scene, but in large scene with lot of shaders it consumes a lot of time causing everything update process from scratches.