Hello,
1) make a group object under a null and create an instance for it
2) assign materials to child objects under that null
3) repeat this a couple of times
4) use takes to get solo renders for every instance objects
If you activate "ignore unused materials" option, Octane totally ignore materials under null objects.
But if you use materials for null objects, Octane renders only material for null object.
Octane does not detect materials in the scene, I guess? Is there any way to fix this?
Here is my short story about the issue:
I have 100 takes and 40 materials (8K textures) in my current project. Every take show single instance object and hide other 99. If I render takes, every take rendering process takes so many times to calculate all materials in the project (about 3-4 minutes).
Before, I had to written 2 scripts to disable and enable materials for active takes. That workflow solved rendering process export materials delay problem, but it has another problem; While I'm working on the project whenever I changed the active take, it activates only materials which are used in current take and Octane LV calculates enabled materials every time. So in this way I'm loosing time too. I lost so many times because of this issue, and I decided to test "ignore unused materials" again. I've tested this 1 year ago and since then I've been using my scripts, sadly. Today I realized that although this setting has some weird behaviors, as I mentioned above, it actually works! But not exactly. If Octane can check active visible objects recursively and detect used materials correctly, my whole pain can be gone.
Thank you