Decals are decal texture ?
It seems that it will be a real labyrinth with lots of decals on the same surface, what about when we want a glossy aspect on a diffuse material ?
OctaneRender® 2025.1 Beta 1
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
The decal currently works by overriding a specific channel of a material rather than the material itself. This feature is primarily designed for plug-ins to implement features such as Unreal's decal system. Most users can achieve their desired results by using layered materials instead. We will improve this feature in future.HHbomb wrote:Decals are decal texture ?
It seems that it will be a real labyrinth with lots of decals on the same surface, what about when we want a glossy aspect on a diffuse material ?
- davidvonbehr
- Posts: 44
- Joined: Wed Jan 31, 2018 1:11 pm
- Location: Hamburg, Germany
Hi team,
I have an internal benchmarking scene for our computers and I cannot believe my eyes.
M4 Max with Octane 2024.1: 39 sec.
M4 Max with Octane 2025.1 Beta: 24 sec.
How did you do that?!
Incredible work!
I have an internal benchmarking scene for our computers and I cannot believe my eyes.
M4 Max with Octane 2024.1: 39 sec.
M4 Max with Octane 2025.1 Beta: 24 sec.
How did you do that?!


Incredible work!
- lavrenovlad
- Posts: 130
- Joined: Fri Mar 29, 2019 7:11 pm
Interesting info, thanks!jobigoud wrote:OK, the first one you posted appears to be a DirectX style Normal map. To make it work we must invert the green channel.
But we have to do this on the raw data before it gets linearized by the engine. Set it to "non-color data", add a "Channel inverter" node and set it to invert the green channel, add a "Color space conversion" node and set it to "sRGB to linear sRGB". Then plug this in the Chaos texture and it should work.
- lavrenovlad
- Posts: 130
- Joined: Fri Mar 29, 2019 7:11 pm
Probably coming this or next month. I assume they will release 2025 and 2026 plugins so they have some work to be done.marcikola wrote:is there already an ETA for the houdini plugin? or is there already something released i am missing?
- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
This isn't actually supporting rest attributes at all, it's just specifying a reference frame.
It should actually use rest attributes; this should work on meshes with changing point counts. This is how every other engine does it. That's why rest attribute is important, so you can use procedural shading without swimming on objects that having changing topology.
This implementation is just like "pin material" from c4d, this is not actually rest attribute implementation.
It should actually use rest attributes; this should work on meshes with changing point counts. This is how every other engine does it. That's why rest attribute is important, so you can use procedural shading without swimming on objects that having changing topology.
This implementation is just like "pin material" from c4d, this is not actually rest attribute implementation.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti