mix material are very annoying at this stage

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matej
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You can create your own macro mix node, with 3 or more mix nodes inside and inputs according to (some of) your needs. But that's only for textures, because the node graph functionality is basically at the same beta stage it was 2 years ago:

No arbitrary node inputs (like a material input pin, that would be needed in this case) & outputs, no storing of your custom node presets into the fast "add-node-menu", no generalized node container (we only nee one type of "macro"), no math nodes...
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xtrm3d
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thank you for all the inputs ( see what i just did ? :-) )

too bad .. that to get this

Image

i have to go trough this ....



i like to experiment with my flow .. and i really enjoy the fact that i can tweak in quasi real time..
i NEED to be able to keep my nodes better organized

and .. yes i am a lazy bastard with my naming conventions :-)
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pixelrush
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Wow! Love that car ;) not too sure about the headlight but the rest is just great. 8-)
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kavorka
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you should really use macro nodes.
And if you load the same texture into 2 macro nodes, it only counts as 1 in Octane, so that should be stopping you.
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xtrm3d
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not too sure about the headlight but the rest is just great.
thank you .. still a work in progress.. headlight need some more attention
you should really use macro nodes.
yes would have to look into it .. as i want to export my own material to be able to reuse them in other scene ..
any pointer in the right direction would be welcome


merci :-)
kavorka
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I almost always make a new macro node for each material. at the very least, they are smaller than just a glossy/diffuse node.

You should be able to just copy all the nodes for a material and copy and paste them into a macro node.
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