I can't get materials to work on particles using in line materials nodes referencing a mat net or shopnet.
I am unsure if this has to do with updating to the latest studio driver from 10.20.2020, or if its because I'm on 3090s now. I had to roll back from the latest 2020.1.5.1 plugin due to way to many things just no longer working.
https://share.getcloudapp.com/jkuDX2YN working as long as the material references the promoted Cd attribute at /obj level
https://share.getcloudapp.com/p9uwOR8A broken when using the same material in a material node.
https://share.getcloudapp.com/o0umGbZD <-- hip file where you can swap between obj and sop level materials
I had to downgrade from 1.5.1 because my current project heavily relies on ODshelf OCT Quick Material nodes for all of its textures, and they just do not work in 1.5.1
Cd from points, inline materials vs OBJ level
Moderator: juanjgon
Hi,
Hmm, but wait a second. As far as I can see in the plugin code, the particle objects in Octane can't have materials set at the SOP level currently because an Octane particle system only supports one material, so it is always extracted at the OBJ level. Do you say that this was working before, in an older build?
Thanks,
-Juanjo
Hmm, but wait a second. As far as I can see in the plugin code, the particle objects in Octane can't have materials set at the SOP level currently because an Octane particle system only supports one material, so it is always extracted at the OBJ level. Do you say that this was working before, in an older build?
Thanks,
-Juanjo
- caseyhupke
- Posts: 42
- Joined: Tue Jan 15, 2019 8:08 pm
No, I went back and realized that since I've come back to octane I haven't actually tried to do this at the sop level on particles. All my work has involved rendering splines as fur.
This does seem to just be a limitation, and I'll have to pivot around it, but I would love to feature request this. I can get around it by just making a very tiny trail that follows the particles and rendering it as fur. Keeping a default length of .003 or something.. Not ideal, but it'll work.
This does seem to just be a limitation, and I'll have to pivot around it, but I would love to feature request this. I can get around it by just making a very tiny trail that follows the particles and rendering it as fur. Keeping a default length of .003 or something.. Not ideal, but it'll work.