Lights Affecting Specific Materials
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
- d.welshhons
- Posts: 24
- Joined: Wed Jan 20, 2010 12:08 pm
Am I wrong in thinking that because you can link things in the graph editor that it will be similar to having layers [like in Blender], where you can assign lights to affect specific portions of a mesh material without affecting other materials on that object [or other objects in the scene] and it will display in the final render? And perhaps layered texturing would be possible as well by tying multiple texture nodes together?
System Specs: Windows XP Pro x64, ASUS P5QL PRO, Intel Core 2 Quad 3.00 Ghz, 7 Gb Ram, EVGA GT240
- d.welshhons
- Posts: 24
- Joined: Wed Jan 20, 2010 12:08 pm
Very...very nice. 

System Specs: Windows XP Pro x64, ASUS P5QL PRO, Intel Core 2 Quad 3.00 Ghz, 7 Gb Ram, EVGA GT240
Off topic a bit...
With the mesh node inputs, how will each one be identified in the graph editor?
Maybe with a rollover, with the material name popping up?
Just thinking it will get tedious with meshes with several materials.
With the mesh node inputs, how will each one be identified in the graph editor?
Maybe with a rollover, with the material name popping up?
Just thinking it will get tedious with meshes with several materials.
Win 10. Threadripper 1920X 32gb Ram GTX 1080Ti GTX 980Ti 2xGTX 780
http://ajdesignstudio.co.nz/
http://ajdesignstudio.co.nz/
- d.welshhons
- Posts: 24
- Joined: Wed Jan 20, 2010 12:08 pm
gristle wrote:Off topic a bit...
With the mesh node inputs, how will each one be identified in the graph editor?
Maybe with a rollover, with the material name popping up?
Just thinking it will get tedious with meshes with several materials.
Maybe...but you can always use the materials selector on the top menu to select the material on the mesh that you want to edit and that material will be the only one that populates in the right side attributes window. I use Daz Studio a lot and it has the surface selection tool which is almost the same so I am really liking that Octane has a similar feature.
System Specs: Windows XP Pro x64, ASUS P5QL PRO, Intel Core 2 Quad 3.00 Ghz, 7 Gb Ram, EVGA GT240
I was refering to the mesh material inputs in the node/graph editor (little triangles).
Maybe the input of the currently picked material should highlight.
I'm just looking forward here; there has been mention of complex materials being built using nodes and I'm wondering how it will be handled.
If you have a mesh with 10 or more materials, it is going to be tedious counting down the list to find the relevant mesh material input.
Maybe the input of the currently picked material should highlight.
I'm just looking forward here; there has been mention of complex materials being built using nodes and I'm wondering how it will be handled.
If you have a mesh with 10 or more materials, it is going to be tedious counting down the list to find the relevant mesh material input.
Win 10. Threadripper 1920X 32gb Ram GTX 1080Ti GTX 980Ti 2xGTX 780
http://ajdesignstudio.co.nz/
http://ajdesignstudio.co.nz/
hi,gristle wrote:I was refering to the mesh material inputs in the node/graph editor (little triangles).
Maybe the input of the currently picked material should highlight.
I'm just looking forward here; there has been mention of complex materials being built using nodes and I'm wondering how it will be handled.
If you have a mesh with 10 or more materials, it is going to be tedious counting down the list to find the relevant mesh material input.
i'm working on a solution for this.
all in time

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB