Different Parameters not directly keyable

Forums: Different Parameters not directly keyable
Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

Different Parameters not directly keyable

Postby cyrillweiss » Thu Apr 04, 2013 3:10 am

cyrillweiss Thu Apr 04, 2013 3:10 am
Hi

Some shader parameters of the Octane Materials are not directly keyable (for example opacity in diffuse Material, Mixing Material bar, Colorchange). To come around this, a texture like OctaneFloatTexture can be linked to this parameter. As we are limited to the amount of texture used, it would be great, if these parameters are directly keyable, so would require a separate texture.
Is there a reason, why some parameter aren't directly keyable? Is there a better workaround, which doesn't require a texture?

Best regards
Cyr
HW01:WIN10x64/X79/i7-3930K/64gb/GPU:1xTitan X, GTX 1080ti, SW:Maya2018/2019, Cinema 4D R20

HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20

etc. ...
User avatar
cyrillweiss
Licensed Customer
Licensed Customer
 
Posts: 91
Joined: Wed Jun 02, 2010 2:52 pm

Re: Different Parameters not directly keyable

Postby t_3 » Thu Apr 04, 2013 3:23 am

t_3 Thu Apr 04, 2013 3:23 am
cyrillweiss wrote:As we are limited to the amount of texture used

sorry to bump in here... if you think about the cuda "texture" limit - this only applies to image, floatimage and alphaimage nodes (which use image maps in fact).
there is no limit for something like floattexture or anything else labelled *texture...
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
User avatar
t_3
 
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

Re: Different Parameters not directly keyable

Postby JimStar » Thu Apr 04, 2013 3:43 am

JimStar Thu Apr 04, 2013 3:43 am
cyrillweiss
It was already discussed a lot...

You can not make complex values keyable in Maya.
And even if Maya would have such a feature - imagine, to key e.g. some Octane texture for you for e.g. 1000 frames, Maya would create 1000 copies of Octane texture node. 1000 full copies, with full set of all attributes and full set of copies of all connected nodes recursively... And will change this "keyable" complex attribute in each frame, connecting to them the next node copy in each step...

In short: only simple values can be keyable - which can be stored not so expensively or even just be calculated dinamically. You can not dinamically calculate Octane RGBSpectrumTexture, you can just calculate its "R", "G" and "B" simple float values. So Maya does - it just let you to key these simple values, not the whole node itself.
User avatar
JimStar
OctaneRender Team
OctaneRender Team
 
Posts: 3782
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Return to Autodesk Maya


Who is online

Users browsing this forum: No registered users and 21 guests

Sat Apr 27, 2024 9:44 pm [ UTC ]