paride4331 wrote:Hi Oguzbir,
Multi/Sub objects is a 3ds max feature.
The problem is when you want to use Multi/Sub objects with an octane node (material mix).
As you can see, Octane SA does not support the Multi/Sub objects, it simply assigns a different material to the object.
To get what you want, you should use multiple mix material with random color texture map
or a material with a color gradient map and a random color texture map in diffuse slot.
And do not forget to work with Random Seed parameter in random color texture map
I am attaching a sample file.
I hope you can solve your issue.
I understand where you're coming from and there is but.
First Octane SA is somehow capable of displaying mutli/sub object setup converted from max.
The problem arises when I try to mix different set of multi/Sub materials via Random color texture...
then Octane returns white. either in max or standalone.
The main issue is that I would like to have a texture / material that is capable of mixing bunch of jpg/tiff like images inside single material.
I'm aware of a Lua script that enables this. I want to have a solid solution to this problem inside max.
I understand what you've prepared with your scene. But that is not what I want.
Here is what I want for 3dsmax.viewtopic.php?f=73&t=53839&hilit=random+textures
Think of a setup for forest pack pro . Where there are thousands of grass models, scattered around.
And I want to assign the grass instances with different textures and also tinted colors.
With that given scene and bug report I just tried to overcome this roadblock with a workaround and that didn't work out as planned.
if this will not be considered as a bug. Then Standalone devs along with plugin devs need come up with a plan to introduces a feature that will enable us to use multiple textures in one material, that would ease the pain creating many instance objects having diffrerent textures.