Individual Colors of Instances by Parent flag

Rhino 3D (Export script developed by SamPage; Integrated Plugin developed by Paul Kinnane)

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Refracty
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Dear Paul,
we are still having a problem with using the PARENT option for individual paint colors of cars.
The idea is that we have several layers with different paint colors in Octane and use these with inserted block instances.
So we don't need to import a unique block for each car color. In VRay it will work.
I remember that you told me already that this is because of the render engine and VRay behaves differently, but in Maya I can assign diffent materials on instances if I remember right. So it should work with Rhino too. Isn't it?
Is there a way it could work in the near future?
Thanks
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face_off
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Block Instances are loaded into Octane in a Scatter node - so you can use the Random Color Texture node to change the car's paint color for each instance.

Paul
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v-cube
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nice, I wasn't aware of this ...
just tried it, it worked , but I have a question:

when using random color in my diffuse slot of my glossy material I currently get different shades of grey, ranging from white to black.
is it somehow possible to define a certain color range or how does it work?

best

Andreas
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calus
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v-cube wrote: is it somehow possible to define a certain color range or how does it work?
you have to plug the "random color" node as "imput texture" of a "gradient" node.
Pascal ANDRE
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Refracty
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But is it also possible somehow to have explicit control over the individual Car Paints?
Could that be added for a future release or is it not possible technically?
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face_off
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But is it also possible somehow to have explicit control over the individual Car Paints?
There are a few threads on this in these forums about controlling the colors of the random color, which you will need to search for. In summary, yes it's possible to an extent, but not trivial.

Paul
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v-cube
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This is what I was able to archive in the last hour,
superbaum-02.jpg
the trees use a multiply map with a base map and a scale texture consisting of a mix map with a) a grey color to adjust the intensity and b) the random color node

the spheres are using the gradient approach suggested by calus: gradient as a diffuse map, random color as base map and two color values to define the gradient.

@refracty : If you find out how to randomly use a defined set of colors please let me know, I would be extremly interested in this!

best

Andreas
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calus
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v-cube wrote: @refracty : If you find out how to randomly use a defined set of colors please let me know, I would be extremly interested in this!
Andreas, You can define a set of color with the gradient node, define different colors at different position and put "interpolation" to "constant".

What Refracty is looking after is a bit different I think, to be able to assign different Material per specific instance.


@refracty : For regular Maya instances you can assign specific material per instance yes,
but as soon as you're using the Maya Instancer, a Scatter node is generated internally for instances (with a list of matrix) ,
and you are then in the same case as described by Paul for the Rhino Block Instances, you only can use random color.
Pascal ANDRE
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Refracty
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Hi Andreas,
at the moment I am not looking for randomnes here.
It is about defined colors. So lets say the client wants a mint green car at the entrance and a black on the left side...
But it is about 60 cars so memory becomes an issue...
With V-Ray it worked for the client so I have to justify why it is not working with Octane ;)

Thank you calus.
So that means regular Maya instances don't save VRam if they are rebdered with Octane?
calus
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Refracty wrote: So that means regular Maya instances don't save VRam if they are rebdered with Octane?
Regular Maya instance are also exported as instances but not using one global scatter node, each instance as its own placement node but all linked to the same geometry node.
(actually Jim used one scatter per instance, this is the same as a placement node)
Pascal ANDRE
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