Hi Guys,
Is a actually bug at any plug from a long time now about "octaneRandomColorTexture" only works with particles instances and not a poly instance with any type of geometry of course I understand need to be scatter.
here a example scene:
You can see a " instancer1 2 and a group with poly instance "instancer1_geo_grp" with the same shader applied.
If I export to standlone is working when I get the transform list for both with une base mesh.
Please any advise?
octaneRandomColorTexture [SOLVED]
Moderator: JimStar
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Before posting a bug report, please check the following:
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Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
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- Jolbertoquini
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This bug is still not fixed in OctaneRender for Maya 3.05.1 - 9.19
The Random Color Node doesn't work with regular Maya instance (only works with particle instancer).
This is a very important feature from OctaneV2 and indeed the random color node is made to work with regular instance first.
https://docs.otoy.com/#standalone-v2-us ... exture-map
The sample scene attached has 3 regular instances using the same material with a random color node. So each instance is connected to the same shading group in Maya: When exporting the scene as ORBX we can see in Standalone the problem and why the Bug happen: The geometry instance is conected to 3 shaderMap but should only use one like this: So to fix this bug : Instances using the same Shading Group in Maya must be exported to Octane as geometry using the same Material Map node.
(but obviously Maya instance with different shading group still need different Material Map node)
The Random Color Node doesn't work with regular Maya instance (only works with particle instancer).
This is a very important feature from OctaneV2 and indeed the random color node is made to work with regular instance first.
https://docs.otoy.com/#standalone-v2-us ... exture-map
The sample scene attached has 3 regular instances using the same material with a random color node. So each instance is connected to the same shading group in Maya: When exporting the scene as ORBX we can see in Standalone the problem and why the Bug happen: The geometry instance is conected to 3 shaderMap but should only use one like this: So to fix this bug : Instances using the same Shading Group in Maya must be exported to Octane as geometry using the same Material Map node.
(but obviously Maya instance with different shading group still need different Material Map node)
Pascal ANDRE
Hi Jo,
Please find the file attachment and let us know how it went
Please find the file attachment and let us know how it went

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Kind Regards
bk3d
bk3d
viewtopic.php?f=24&t=61365#p313894BK wrote: Please find the file attachment and let us know how it went
Pascal ANDRE