Hi
Some shader parameters of the Octane Materials are not directly keyable (for example opacity in diffuse Material, Mixing Material bar, Colorchange). To come around this, a texture like OctaneFloatTexture can be linked to this parameter. As we are limited to the amount of texture used, it would be great, if these parameters are directly keyable, so would require a separate texture.
Is there a reason, why some parameter aren't directly keyable? Is there a better workaround, which doesn't require a texture?
Best regards
Cyr
Different Parameters not directly keyable
Moderator: JimStar
- cyrillweiss
- Posts: 91
- Joined: Wed Jun 02, 2010 2:52 pm
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HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20
etc. ...
sorry to bump in here... if you think about the cuda "texture" limit - this only applies to image, floatimage and alphaimage nodes (which use image maps in fact).cyrillweiss wrote:As we are limited to the amount of texture used
there is no limit for something like floattexture or anything else labelled *texture...
„The obvious is that which is never seen until someone expresses it simply ‟
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cyrillweiss
It was already discussed a lot...
You can not make complex values keyable in Maya.
And even if Maya would have such a feature - imagine, to key e.g. some Octane texture for you for e.g. 1000 frames, Maya would create 1000 copies of Octane texture node. 1000 full copies, with full set of all attributes and full set of copies of all connected nodes recursively... And will change this "keyable" complex attribute in each frame, connecting to them the next node copy in each step...
In short: only simple values can be keyable - which can be stored not so expensively or even just be calculated dinamically. You can not dinamically calculate Octane RGBSpectrumTexture, you can just calculate its "R", "G" and "B" simple float values. So Maya does - it just let you to key these simple values, not the whole node itself.
It was already discussed a lot...
You can not make complex values keyable in Maya.
And even if Maya would have such a feature - imagine, to key e.g. some Octane texture for you for e.g. 1000 frames, Maya would create 1000 copies of Octane texture node. 1000 full copies, with full set of all attributes and full set of copies of all connected nodes recursively... And will change this "keyable" complex attribute in each frame, connecting to them the next node copy in each step...
In short: only simple values can be keyable - which can be stored not so expensively or even just be calculated dinamically. You can not dinamically calculate Octane RGBSpectrumTexture, you can just calculate its "R", "G" and "B" simple float values. So Maya does - it just let you to key these simple values, not the whole node itself.