Mix material problem used with Multi/Sub Object Material

Sub forum for bug reports
Forum rules
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.


All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Post Reply
User avatar
oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

There is a bug with mix material where,

Make an object with 2 or 3 multi ID's
Assign mix material to it.
In mix mat.
1. mat. is a multi/sub object material
2. mat. is a diffuse material.

open up Octane viewport to see the effect. Play with Amount spinner.
The result I get is the multi/sub material is considered as a grey material.

I also assigned a black&white image as a mask to the Amount slot of the mix material to mask the materials.
Result was the same.
My octane version is still (2.24.2- 2.13)
I attaches max 2014 scene below. ( I also attached that B/W hard mask image)
Also have a look at the render below. I tried to show what I expect to happen in the below (with help of photoshop)
Octane bug.jpg
Attachments
bug.zip
(124.72 KiB) Downloaded 205 times
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
boris
Licensed Customer
Posts: 148
Joined: Mon Jan 23, 2012 7:50 am

you can achieve what you want the other way around:
mix.JPG
edit: except that my object is not properly mapped for the mix mask (just placed a planar UVW Map Modifier on it) on the front side...

edit2: BTW I do not think this is a bug. mix material expects an octane material while the multi-sub is just a container coming from max which also has nothing to do with standalone.
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder :))
User avatar
oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

boris wrote:you can achieve what you want the other way around:
mix.JPG
edit: except that my object is not properly mapped for the mix mask (just placed a planar UVW Map Modifier on it) on the front side...
edit2: BTW I do not think this is a bug. mix material expects an octane material while the multi-sub is just a container coming from max which also has nothing to do with standalone.
Well, for me. it is a bug just because using mult sub with mix material displays material as gray. it feels like octane cant link one of mix materials
with multi sub and therefore it seems like it assigns a blank non-material.

Secondly your other way around is indeed a workaround. :)
And thanks for the workaround.

This scene is just for explaining the problem.
I inted to use mix with multisub with bunch of object and materials in my own scene. Where it's not possible to apply your workaround for the whole bunch of scene.
Since multsub is a container. Then mix material should at least display one of the ID's. And that I think makes it a bug.
:))
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
Post Reply

Return to “Bug Reports”