Kalua wrote:I have been reshading some assets with some better practices and I noticed this bug that persits since V2. It's not critical but I let you know just in case.
So here you go:
A MIX shader with 2 materials that use same textures for diffuse, bump, etc (all duplicated). I decided to unify the textures in order to make it more efficient. Here is when this small bug takes place:
The renoded shader doesn't recognize the new node in it's preview window - although the final MIX preview works fine and the Live view renders just fine. To fix it you must create a new node and relink both materials inputs.
Like I said before, it's not critical but it comes a long way it persists - even though I don't use MIX shaders anymore ,with some exceptions.
Thanks for the great work!
I think I had a conversation with Ahmet a few years ago about a related issue. As I recall, he told me it is an internal limitation with the way C4D thinks about materials and their sub-components. Essentially, C4D assumes each node in the shader only has one "true" parent material and makes some assumptions and shortcuts based on that. While you can connect nodes to multiple "parent" materials, it's often only the first material that will be properly updated when a shared child node is changed. Things generally still render properly, but you may not get the feedback you expect without forcing a refresh.
Maybe once Octane's and C4D's new node based shaders are more tightly integrated, this issue can be resolved.