In Blender node material editor there is an Output node that serves as material information to a surface object. You can attach to this output any material you can create. All those material nodes are only created inside one material node editor.
In C4D Octane plugin node editor Material node is directly assigned to an object and changing material type to Mix material and others creates new material in a list. This brings confusion and material list gets cluttered. If I want to use Mix material for example I need to create Mix material instead of changing regular material to Mix one. Then I have to overwrite the previous material that has been assigned to some objects in a scene.
Is it possible to have multiple materials in one node layout with one output without creating extra materials?
Is it possible to add to material list pull down all material types?
Material node editor usability
Moderators: ChrisHekman, aoktar
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
As I could understand your request that's not possible current logic of design. Better to adapt yourself to the current workflow
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Ok, I see.
Is it possible to add option to convert existing material (Diffuse, Glossy, Metal, Specular, Universal and Toon) to Mix material and other composite types?
Is it possible to add option to convert existing material (Diffuse, Glossy, Metal, Specular, Universal and Toon) to Mix material and other composite types?
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
Converting default octane types to mix that doesn't make sense on me. You can convert mix to composite by using "convert material"J.C wrote:Ok, I see.
Is it possible to add option to convert existing material (Diffuse, Glossy, Metal, Specular, Universal and Toon) to Mix material and other composite types?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
It's possible in Standalone since the first release. This is also possible in Blender plugin. Why it makes sense there but not in C4D?aoktar wrote:Converting default octane types to mix that doesn't make sense on me. You can convert mix to composite by using "convert material"J.C wrote:Ok, I see.
Is it possible to add option to convert existing material (Diffuse, Glossy, Metal, Specular, Universal and Toon) to Mix material and other composite types?
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
Octane material and mix material are different types in c4d plugin design. Keeping own logic, doesn't have the same design due to differences of host softwares. It's not possible to do what you want.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
This answer makes sense now rather than saying "that doesn't make sense on me."aoktar wrote:Octane material and mix material are different types in c4d plugin design. Keeping own logic, doesn't have the same design due to differences of host softwares. It's not possible to do what you want.
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