Page 2 of 2

Re: Instances and duplicates vs. random colors

PostPosted: Fri Sep 29, 2023 10:29 am
by TheBricksburgTheatre
Yess, this works perfect.

Thank you so much. Really appreciate it!!

cheerz

Re: Instances and duplicates vs. random colors

PostPosted: Mon Nov 20, 2023 1:00 pm
by Andreas_Resch
I've updated my Randomize Color Seed addon. It now refreshes the viewport/objects after the randomization. No need to trigger the viewport refresh yourself.

Just download the addon again. Remove the old one and install this one.

http://www.argfx.at/upload/octane_tools_0.1.0.zip

Re: Instances and duplicates vs. random colors

PostPosted: Tue Nov 21, 2023 3:43 pm
by TheBricksburgTheatre
Hi Andreas,

thank you very much. Really helpfull!!


cheerz

Re: Instances and duplicates vs. random colors

PostPosted: Mon Feb 26, 2024 5:30 am
by lance_uppercut
It appears that instances from geometry nodes aren't getting their IDs properly translated to the Octane scene graph.
I made a test with geometry node instances to the left, and instances on faces to the right. As you can see in the first image, the instance range node isn't working with the geo node instances, but it's fine on the face instances.
Screenshot 2024-02-25 234604.png


I checked the Octane scene node graph, and sure enough, the scatter node corresponding to the geometry node instances has '0' for every ID field.
Screenshot 2024-02-25 235944.png


I have verified that under to Object properties, Octane Settings > Object Type is set to 'Scatter', and 'Maximize Instances' is on.
The Random Color Texture node seems to work fine, which I guess means, that it doesn't use the ID field at all.

One other thing I'd like to clarify,if a developer is around: does Octane make any use of the ID attribute from Geometry Nodes?

Thank you,
Sebastian