Material scale node

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kavorka
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Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Is there a way to scale the entire material?

What I want is a node I can place right before my maco out node to change the scale of the entire material. I know I can go in and change the scale of my textures, but if my material has a lot of them, it can be a hassle to change it, especially if you need to keep changing it a little to get the desired effect. If my material uses an actual texture, not one generated by Octane, I can bring it into my modeling software (Blender) and make my UV's match that texture, then everything is good. But I have been trying to utilize the texture generators so I don't reach the CUDA limit on textures, but (as far as I know) there is no way to bring that generated texture into Blender to make sure my scale is what I want. Also, if I use a material from the Live Database, this scale node would be awesome, otherwise, it's hard to use some of those materials.

So, is there a way to do this now?
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matej
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Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

I asked for this a loooong time ago - uniform scaling factor for all the textures inside a macro. This would be especially useful to make the LiveDB materials more user friendly and usable, as most people dont bother giving scale control pins to their materials when they upload them - such materials have wrong scale in 90% of cases. And if they contain several textures (images & procedurals), then it's a time consuming mess to control scale separately.

+1!!!
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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LudovicRouy
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Have you tried to control it with a float 1 node ? sorry if i didn't understand what you want but i think there's already a bool node to control size and you can link one of them to all of your texture (and for macro just add an input bool)...
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matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

A (one) float input pin works only if all the textures have the same scale factor. But this is hardly the case when procedurals are involved. So you must create an input pin for each texture.

Uniform "global" scale with one control input pin would be possible to create, if we had math nodes - but we are still waiting for those :roll:

As I said, most users dont bother to create scale controls for the materials they upload to the LiveDB - an automatic scale multiplier on the macro level would elegantly solve this problem.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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