Base OpenGL color not passed with Universal node.

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Base OpenGL color not passed with Universal node.

Postby pixelsmack » Thu Jun 25, 2020 5:41 pm

pixelsmack Thu Jun 25, 2020 5:41 pm
One nice thing about the older nodes, Diffuse, Glossy, Specular, etc, is when you chose a color for diffuse, it is passed to OpenGL. It's a simple thing but does help identify things in Layout faster. The Universal Material does not seem to do this.
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Re: Base OpenGL color not passed with Universal node.

Postby juanjgon » Tue Jun 30, 2020 8:02 am

juanjgon Tue Jun 30, 2020 8:02 am
Hi,

The Universal material also has this feature, but the problem can be that the OGL viewports are only refreshed after an IPR rendering, or if you move the timeline. I'll check if the automatic OGL updating can be done automatically.

Thanks,
-Juanjo
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Re: Base OpenGL color not passed with Universal node.

Postby juanjgon » Tue Jun 30, 2020 8:20 am

juanjgon Tue Jun 30, 2020 8:20 am
Ok. The next plugin build will update the OGL viewports from the Octane material nodes automatically, without any other interaction.

Thanks,
-Juanjo
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Re: Base OpenGL color not passed with Universal node.

Postby pixelsmack » Tue Jun 30, 2020 6:12 pm

pixelsmack Tue Jun 30, 2020 6:12 pm
Thank you sir!
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