paride4331 wrote:Hi paulforgy,
What does it mean to use "Max's material" in standard slots? Do you mean Max's texture?
And what are "bugs and lighiting issue" that using standard slot textures instead of Octane texture slots are solved?
Said that, you're right, archive does not work properly with Octane standard slot.
Regards
Paride
I have to use Max native materials in order to get proper representation in the viewport. If I assign a bitmap texture in a Max standard material, I can instance or copy that straight into the standard map slot in Octane, and switch back and forth. One material for working(modeling, UV's, etc.), and one for rendering with Octane. Octane decided to use their own conventions for bitmaps(tiling vs scale, transforms, output adjustments, etc.), which means it's not trivial to switch back and forth.
The viewport bugs I'm referring to have been reported in this forum. I believe you've replied to them. Octane materials don't light correctly. Octane maps don't respect Max viewport texture resolution settings and are too low resolution to be useful in many cases.