Bug using Random Color Texture with Multi/Sub objects

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Bug using Random Color Texture with Multi/Sub objects

Postby oguzbir » Fri Sep 23, 2016 4:36 pm

oguzbir Fri Sep 23, 2016 4:36 pm
I want to report a bug.

I want to make random looking instance objects.
The example is from MAX latest plugin. But it act the same in SA via exporting to orbx...
Problem is using Random Color Tex as mix Amount doesnot work with multi sub Material ID's

I know this is tied to Standalone development. But please pursuit this bug with Standalone Devs.
I attached the max scene file so you can take a look.
Thanks..

It works in simple material setup like this.
A1.jpg


But if I want to add more detail to it I want to make same effect with muti-ID materials.
Below objects have different Material ID's on every polygon. Here I didn't use the Random Color Tex as mix Amount yet
Result is
A2.jpg


But when I want to make it more detail I want to randomize between two separate Material ID's.
A3.jpg


Please let us know if you can fix this.
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Re: Bug using Random Color Texture with Multi/Sub objects

Postby paride4331 » Mon Sep 26, 2016 11:30 am

paride4331 Mon Sep 26, 2016 11:30 am
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.
Regards
Paride
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Re: Bug using Random Color Texture with Multi/Sub objects

Postby oguzbir » Mon Sep 26, 2016 8:30 pm

oguzbir Mon Sep 26, 2016 8:30 pm
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.
Regards
Paride

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.
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Re: Bug using Random Color Texture with Multi/Sub objects

Postby neonZorglub » Mon Sep 26, 2016 10:46 pm

neonZorglub Mon Sep 26, 2016 10:46 pm
Hi Oguzbir,

As Paride suggested, a multi material using as many mix material as you have of material IDs will be a good work around.

Using multi material of 'mix' with copies of single materials, and a different seed for each IDs worked for me..
multi material of mix.png


The use of 3dsmax multi material as input of octane nodes won't work indeed, and I'll try to implement an automatic replacement in the future..

Regards,

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Re: Bug using Random Color Texture with Multi/Sub objects

Postby paride4331 » Tue Sep 27, 2016 6:15 am

paride4331 Tue Sep 27, 2016 6:15 am
Hi Oguzbir,
I realized you wanted a random variation of colors of a material and / or a texture. You basically need a multitexture node. it is certainly a very useful node for many 3dsmax user utilizing plugins as forestpack or floor generator.
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