t_3 wrote:
its more a problem on the surface.
i.e. a bot genesis consists of close to 1000 material ids in total; around half of them will show up in the rendering, the other half needs to be skipped, as they mean surfaces replaced by grafted surfaces. in total there are 428 material pins rendering. when auto mats are created, it is guaranteed, that any of the 428 pins receive a material. but they now need to be mapped to 160 daz materials that visually represent the geometry surfaces, that will in the end also serve as link anchors for the oc <> ds mat link interface - and that is the point where things are going to mess up, as i'm not able to work out how to map them together correctly. so the ui only shows a fraction of what is handled internally, and that particular fraction might not contain all needed mappings, so replacing links later on won't affect all matching surfaces.
if i would present all 428 mat pins, it would probably work without problems, but i guess it also won't be much fun to edit such a number of material links...
Wow, that's really convoluted, I wonder why that is a good idea
What I still don't get is why the auto-generated materials work perfectly fine in that context, and I'm thinking there's some room to figure out a cheap workaround. What happens is (GF2 with genitals, torso material as example):
-Open GF2
-Apply genital graft
-Apply DAZ material to GF2 and genitals
-open Octane
-Missing > Create auto materials.
At this point everything works perfectly fine. The Octane materials/Scene surfaces tree makes sense. It also renders correctly in the viewport.
If I start working with the material mapping involving the grafted surfaces (or neihbours it seems), things go crazy. Even I just drag a preset to one of the surfaces.
From my very limited understanding of this, it sounds like that after the auto-generation, there should be a correct table of which materials map to which of these 400 surfaces. So if I drag a material to the "torso" surface, isn't it possible to apply it to those surfaces?
Another way (dunno if this is at all practical) would be to be able to select which materials are used for auto generation. I'm thinking somehting like right click menu where you can select from your presets, or a table (if surface "x", apply oc material preset "y")
One workaround that works for me is to auto-generate and copy settings from my preset template. Then go to the linked OC material and right click > Paste settings from "XXXXX Template". This works with the combined OC materials that covers multiple surfaces (hands, feet, arms and such mapped to one OC material).
This doesn't mess up the surfaces, but you manually have to edit all the textures, as templating isn't carried over. One texture applied to X nodes is also split out to X different textures, so you have to edit each. Still, it seems that I only have to do it for the skin, I can drag/drop templates to eyes and whatnot without issue right now.