Hey,
I've got a strange behavior regarding a blendmaterial and standard materials. The blendmaterial should not depend on the other materials in the the scene but it does. If I delete one of the materials the node tree in the blend material is affected and the blendmaterial changes.
A. Operating System: Windows 10 Version 1803 Build 17134.648
B. Graphics Card(s) model: 2x GTX 1080 Ti
C. RAM Capacity: 64GB
D. Nvidia driver Version: 397.64
E. OctaneRender Standalone version, if installed: -
F. OctaneRender plugin Version: 4.01.1
G. Host application Version: C4D R20.030 Studio
H. ow I got there:
I used a car paint shader from the library as a base. Then I realized using a blendmaterial instead of a mix material works way better for me, because I have to put some logos on the carpaint and material stacking would make my life much easier.
So I created a new blendmaterial, und copied parts from the basematerials of the mix material into the node editor and created this strange dependancy. Example is attached.
I. Copies of the Octane Log window and Console window Outputs: No information