It seems that "Ni" in the mtl file confuses Octane. If I remove all "Ni" lines it will load all textures.Jasonr wrote:After several hours of trying I realized that the problem is more complicated
for commercial models with textures.
OctaneRender™ Standalone 3.05.3
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
THANK YOU SO MUCH!!!Zay wrote:It seems that "Ni" in the mtl file confuses Octane. If I remove all "Ni" lines it will load all textures.Jasonr wrote:After several hours of trying I realized that the problem is more complicated
for commercial models with textures.
Seems that this solution worked just fine.
I have no idea what the Ni parameter is about but the textures are loaded just fine.
Thank you so much Zay for your support.
It would have been really interesting if someone from the fantastic Otoy team will be able to fix it (I do not know if this is difficult or not.....hope it is something simple) so it will not be necessary to edit each mtl file seperately and make the octane workflow smoother.
Thank you again.
ASUS Z10 PE-D8 WS/2 x XEON E5-2680 V4/64GB RAM/1xQuadro M5000/2x NVIDIA GTX TITAN Pascal/ Windows 10/ Archicad 20
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
In Notepad++, you can do "Find in Files", which is a Find and Replace that you can use on a directory that is lousy with these offending MTLs with Ni in them... like a hot knife through butter, it is. Takes mere seconds. If there is always a space after Ni, include the space too in the Find What field, otherwise you may screw anything that has Ni in it (Nice_Butt_Displacement.png, etc). Leave the Replace With field blank, or better yet, hit Backspace in it, to be safe. 

Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Thank you.
I am already usung notpad++ and it is really easy to delete the Ni lines in multiple files simultaneously.
Really fantastic tool.
I am already usung notpad++ and it is really easy to delete the Ni lines in multiple files simultaneously.
Really fantastic tool.
ASUS Z10 PE-D8 WS/2 x XEON E5-2680 V4/64GB RAM/1xQuadro M5000/2x NVIDIA GTX TITAN Pascal/ Windows 10/ Archicad 20
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
One thing that would be really neat is to be able to link some materials to render target, this would be really useful for emitters like additional lighting planes in front of windows as those emitters should be tweaked based on the rendered view. Just an idea, duno if other would find any interest in such a feature ...
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
I usually drag the materials with the right name that contain emissions right next to the RT and turn off toggle rendering material nodes, works wonders.enricocerica wrote:One thing that would be really neat is to be able to link some materials to render target, this would be really useful for emitters like additional lighting planes in front of windows as those emitters should be tweaked based on the rendered view. Just an idea, duno if other would find any interest in such a feature ...
But you mean something like a lightlist?
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
Well this is a solution but not very practical, I indeed already mentioned my wish for a light material list which would be very useful too but this is something else, though light materials list could help. What I think would be very useful is a set of materials linked to the RT which would be applied to the meshes linked to this RT, I mentioned lights materials because it is probably the main need but it could be applied to any material, so this way you don't have to care about linking/unlinking materials to the mesh when switching between RT.whersmy wrote:I usually drag the materials with the right name that contain emissions right next to the RT and turn off toggle rendering material nodes, works wonders.enricocerica wrote:One thing that would be really neat is to be able to link some materials to render target, this would be really useful for emitters like additional lighting planes in front of windows as those emitters should be tweaked based on the rendered view. Just an idea, duno if other would find any interest in such a feature ...
But you mean something like a lightlist?
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
We need switches, variants and variant sets in Octane. This would solve those things and make Octane more flexible.
V R E D is a great example for this.
V R E D is a great example for this.
I can imagine the devs being like: guys guys, all these requests are fine and dandy, but we need to get 3.1 out the door!!
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬