TexSelector : a multi texture using material ID

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TexSelector : a multi texture using material ID

Postby neonZorglub » Wed Mar 22, 2023 1:47 am

neonZorglub Wed Mar 22, 2023 1:47 am
A new wrapper texture named "TexSelector" is available from version 13.17.
It has the functionalities of a simple 'multi texture', and uses the Material ID set in the mesh.

Polygons set with Material IDs from 1 to 10 will use the textures 1 to 10.

It has up to 10 slots for any Texmap, color or gray value.

Usage:

Texture count: Set the number of textures to use. This should match the number of material IDs used in the mesh.
Use Instance ID: If enabled, will shift the assigned texture using the object's instance ID.
Texture 1 to 10: textures to assign.

Reference Objects rollup:
Once the material using this TexSelector is assigned to a scene object, you just need to press the 'Refresh object' button.
A list of all objects using this texture will be updated.
If the 'Fix issues' button is displayed, press it to setup the geometry automatically.


How it works:
The TexSelector currently uses a vertex attribute set in the geometry automatically by the Octane Geometry Modifier.
This vertex attribute is set to each polygon using it's Material ID.
It is later used by the internal OSL texture to switch the corresponding texture.
Pressing 'Fix issues' will create and configure the Octane Geometry Modifier correctly to use the Material IDs as a vertex attribute.

Notes:
-You can set ALL the textures types at once, to be Texture, Color or Value using the context menu on one of the Texture type combo box.
-Another Octane texture named "Multi-Texture" has the specific purpose of assigning texture randomly.
-As for any Octane texture and material, you can now select any non-octane textures as input, if you enable 'Any plugin Texmap' and 'On-the-fly Material Conversion' in Octane Preferences / Material tab.
-The expected settings for the Octane Geometry Modifier's Generator is 'Mtl Index'. Other settings are accepted, but might not give the correct result.
-In a later update, the use of the vertex attribute won't be needed anymore, and the Reference Objects rollup will be removed.

Known issues:
-The 3dsmax viewport display of 'TexSelector' is incorrect.
-When using 'Use instance ID', changing the instance ID in Octane Object Properties do not update the Octane viewport instantly. You will need to press the Update or Rebuild buttons.
-You currently can't use Octane random 'Multi-Texture' on an object also using 'TexSelector'.

Samples:
TextureSelectorSamples.zip
(735.74 KiB) Downloaded 83 times


TexSelector1.png

TextureSelector_sample10.png

TextureSelector_sample6_instIDs.png


Video:
TexSelector_ManyCubes.zip
(23.86 MiB) Downloaded 76 times
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Re: TexSelector : a multi texture using material ID

Postby glimpse » Thu Mar 23, 2023 4:16 pm

glimpse Thu Mar 23, 2023 4:16 pm
Thank You. Handy for sure!
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Re: TexSelector : a multi texture using material ID

Postby samsue » Thu Apr 27, 2023 12:10 pm

samsue Thu Apr 27, 2023 12:10 pm
is it possible that this Map is causing the scene load to take too long?
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Re: TexSelector : a multi texture using material ID

Postby neonZorglub » Sun Apr 30, 2023 11:17 pm

neonZorglub Sun Apr 30, 2023 11:17 pm
samsue wrote:is it possible that this Map is causing the scene load to take too long?


Hi samsue,
Yes, there could be a small extra load time with the current version. I found a potential double parsing of the referenced images.
This will be fixed in the next release.
But I don't think it should be noticeable with a few textures in a scene. There could be another problem..
If you have a sample scene to share, I could have a look.
Thanks
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Re: TexSelector : a multi texture using material ID

Postby samsue » Tue May 02, 2023 9:59 am

samsue Tue May 02, 2023 9:59 am
The scenes are taking too long to load 10 minutes or more. I am sending a scene by PM to you. it is not so big.
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Re: TexSelector : a multi texture using material ID

Postby neonZorglub » Wed May 03, 2023 5:54 am

neonZorglub Wed May 03, 2023 5:54 am
samsue wrote:The scenes are taking too long to load 10 minutes or more. I am sending a scene by PM to you. it is not so big.

Hi samsue,
Thanks for the scene.
I could load the max file in around 10 seconds..
and the render with Octane viewport takes 10~15 seconds to start..
The 10 minutes you observe is for the max file load, right ?

There must be another problem..

If you have slow render start, it could be a memory problem..
I had to enable 8 GB of out of core, to avoid an 'out of memory' message.
Maybe you are approaching your gpu memory limit ?
There could be some RAM problem too, Windows may be swapping memory to hard drive ?
I tested with 128 GB of ram, 1 RTX 3080 (12 GB) + 1 GTX 1080 (8 GB)
But I don't think it's related to the new TexSelector ..

You could also try to set channelFormat to a compressed format (BC1/3/7) for some of your big textures..
Thanks
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Re: TexSelector : a multi texture using material ID

Postby samsue » Wed May 03, 2023 7:06 am

samsue Wed May 03, 2023 7:06 am
I was referring to starting the render in the octane viewport.

Interesting, for me it is taking about 4 minutes for this scene.

I will check the things you said.

Thanks

My workstation:
2x 3090 RTX / 128 GB RAM
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Re: TexSelector : a multi texture using material ID

Postby HHbomb » Wed May 03, 2023 7:14 am

HHbomb Wed May 03, 2023 7:14 am
Hi, NZ.
This is not working for exemple when using a mixmaterial. No object are detected.
:-(
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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Re: TexSelector : a multi texture using material ID

Postby samsue » Wed May 03, 2023 9:02 am

samsue Wed May 03, 2023 9:02 am
This scene takes me almost 13 minutes to start the render in the octane viewport.

I disabled the displacement, maps, forest and railcone... still no difference
Attachments
2.png
Screenshot 2023-05-03 104610.png
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Re: TexSelector : a multi texture using material ID

Postby samsue » Wed May 03, 2023 11:12 am

samsue Wed May 03, 2023 11:12 am
It is some material, but I can't find it.

After I apply a diffuse material to the whole scene, it starts immediately.
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