Hi!
I'm curious if material node groups are supposed to work or if they're not supported by the plugin.
As far as I can tell, I can make a group in the node editor encompassing the whole material node graph no problem but as soon as I try connecting any inputs or outputs from outside the group I get the standard white material, ungroup and it's fine though.
I'm on Windows, using 3.04.3 v11.8
Thanks for an otherwise excellent plugin, it was well worth the wait!
Cheers /Erik
Material node groups
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)
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)
Exposed shader values like color does not work outside group. See attached file.
- Attachments
-
- basicScene.blend
- (12.89 MiB) Downloaded 273 times
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
JimStar
could you write when Node Group Exposed Parameters will work with Octane Nodes?
It is very hard to create own shaders without this capability especially when creating very complex materials ( look at the picture )
Please, tell when.
Thanks!
could you write when Node Group Exposed Parameters will work with Octane Nodes?
It is very hard to create own shaders without this capability especially when creating very complex materials ( look at the picture )
Please, tell when.
Thanks!
Be patient for me, please. I am new here.
Latest release (11.24) has it working! Thanks Jim Star!
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
BUG: Texture Image Node do not update LivePreview when texture image has changed.
You have to restart LivePreview manually and the you can see image map change.
Is it possible that image texture change does not make whole LivePreview update & restart process but just update of this single material without processing all materials form the beginning ?
There is no problem in simple scene, but in large scene with lot of shaders it consumes a lot of time causing everything update process from scratches.
You have to restart LivePreview manually and the you can see image map change.
Is it possible that image texture change does not make whole LivePreview update & restart process but just update of this single material without processing all materials form the beginning ?
There is no problem in simple scene, but in large scene with lot of shaders it consumes a lot of time causing everything update process from scratches.
Be patient for me, please. I am new here.