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Re: Random instances transformation

PostPosted: Tue Apr 14, 2020 8:33 am
by roy_orengo
Hi Paul,

the material I'm using has as Projection an OSL. If I use it on block instances, it works great. But if I explode the blocks, I lose the differents ID (this I didn't understand very good). Now I would like to replicate the result of the instances on different objects (not instances). Beppe Gullotta suggests me to using the Geometry TAB to set these different ID, but he is not a Rhino expert so he suggests me to try. I've tried giving different render layer numbers and differents baking group numbers to each object but nothing happens.
Do you have some idea of how give these differents ID? What are Instances ID and in what they are different from the single Object ID in Rhino?

Thanks again,

Roy

Re: Random instances transformation

PostPosted: Tue Apr 14, 2020 8:39 am
by face_off
There is no way to send an ID for individual mesh objects (in any Octane plugin). For individual mesh objects you need to use the approach I suggested midway through this thread - a world space texture with cube (or some other) projection mapping.

Paul

Re: Random instances transformation

PostPosted: Tue Apr 14, 2020 10:45 am
by roy_orengo
Hi Paul,

I'm using procedural textures so there is no difference between Local or World space. But why in Cinema 4D is possible to use this OSL?

Roy

Re: Random instances transformation

PostPosted: Tue Apr 14, 2020 12:24 pm
by face_off
roy_orengo wrote:Hi Paul,

I'm using procedural textures so there is no difference between Local or World space. But why in Cinema 4D is possible to use this OSL?

Roy
I'm not sure Roy - sorry. I don't use C4D or the Octane plugin for it.

Paul

Re: Random instances transformation

PostPosted: Fri Apr 17, 2020 6:50 am
by face_off
Roy - I have just posted a new release which may assist you with your goal.

2020.1.0.120
- Mesh items which have Live Geometry ON, but are NOT Block Instances or Block Definitions will now have A_USER_INSTANCE_IDS set to a non -1 value, so the Instance Range texture can now be used on these items

Paul

Re: Random instances transformation

PostPosted: Thu Apr 23, 2020 9:17 am
by roy_orengo
You're the best! It works perfectly, Paul, thanks a lot.

Roy

P.s. Do you think it could be possible, maybe with a little script, to set the "Live Update" option from Grasshopper?

Re: Random instances transformation

PostPosted: Thu Apr 23, 2020 9:42 am
by roy_orengo
Hi Paul,
It seems that the repetitions are visible. And I can't apply random textures colour node. Why if now they have their ID?
Thanks again,
Roy

Re: Random instances transformation

PostPosted: Fri Apr 24, 2020 1:22 am
by face_off
roy_orengo wrote:Hi Paul,
It seems that the repetitions are visible. And I can't apply random textures colour node. Why if now they have their ID?
Thanks again,
Roy
Hi Roy. Yes there are repetitions - try changing the Maximum ID of the Instance Range node to compensate. I think the Random Color Texture only works with Scatter nodes, so won't work in this case. The Instance Range node should work though.

Paul

Re: Random instances transformation

PostPosted: Sat Apr 25, 2020 10:11 am
by roy_orengo
Hi Paul,
I've increased the max id but the result is worse. And why if I use one block and instances all work well? It's so hard to have the same situation without blocks?
Thanks,
Roy

Re: Random instances transformation

PostPosted: Sun Apr 26, 2020 10:40 am
by face_off
Sorry Roy - but this is getting outside my field of expertise. You will need to experiment for yourself, or ask in the general Octane forum.

Paul