Hi Juanjo,
Would it be possible to increase the number of possible Key Textures in the Gradient2 Texture node? We have 30 instanced robots in a scene, and we use instance info to generate input textures, but there are only 24 Key Textures. Each robot needs to have a unique number between 1 & 30. Actually it would be nice if there wasn't a limit at all and one could simply enter the number of required Key Textures in an input field. I realize there are probably several reasons why that's not possible, but adding at least six more would be nice, thanks.
--Hal
More Key Textures in Gradient2
Moderator: juanjgon
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Wow, thanks so much. I appreciate it very much. LW: 2015.2, Mac, plugin: 2.21.1
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Actually, I hate to push my luck, but there are two other problems. There is no way to use the Instance Info node (ID Index) to control the order of the instanced images. In other words, in the LW Instance tab in Properties one can choose between random and uniform positioning. It would be nice if the Octane RandomColor Texture output had an option that would apply the Instance ID's uniformly, in order, to the Gradient2 Key Textures. The result would be that the robots would be standing in order. You might also notice that there are duplicates. There are two Robot 3's in the back row. There are also two 11's & two 14's. If the data were applied uniformly there would be no repetition (except that there are 25 instances and only 24 Key Textures, so I guess 1 would be repeated). Also, number 19 is not an instance. It's the original. It would be nice if the original always got the first Key Texture (in uniform mode).
The other problem is that, for some reason, the Gradient2 node that feeds the opacity channel must be getting slightly different data than the main Gradient2 node because Robots 15 & 22 have conflicting results. You can see that the diffuse channel and the opacity channel are receiving different images and that shouldn't happen. That is particularly surprising.
The other problem is that, for some reason, the Gradient2 node that feeds the opacity channel must be getting slightly different data than the main Gradient2 node because Robots 15 & 22 have conflicting results. You can see that the diffuse channel and the opacity channel are receiving different images and that shouldn't happen. That is particularly surprising.
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Here you have a new build for OSX with 36 inputs in the gradient2 node. You only need to replace the plugin file.
https://www.dropbox.com/s/u18f6m5ix2gy6 ... n.zip?dl=0
-Juanjo
https://www.dropbox.com/s/u18f6m5ix2gy6 ... n.zip?dl=0
-Juanjo
weird, are you sure that the texture nodes are linked to the same gradient node inputs?hdace wrote: The other problem is that, for some reason, the Gradient2 node that feeds the opacity channel must be getting slightly different data than the main Gradient2 node because Robots 15 & 22 have conflicting results. You can see that the diffuse channel and the opacity channel are receiving different images and that shouldn't happen. That is particularly surprising.
-Juanjo
Thanks! I'll let you know how it works... And I'll double-check the node network.
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Unfortunately there's a bug. For some reason Octane only renders one surface now. It's like Surfaces Override is on, even though it is definitely off. I've checked it with another object too, same problem.
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Please, download this new build and try again. Thanks for reporting this problem.
https://www.dropbox.com/s/u18f6m5ix2gy6 ... n.zip?dl=0
-Juanjo
https://www.dropbox.com/s/u18f6m5ix2gy6 ... n.zip?dl=0
-Juanjo