Improve Nodes Switching Behavior

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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AlexeyAdamitsky
Licensed Customer
Posts: 103
Joined: Fri Oct 18, 2019 4:43 pm

There is one feature in Blender Octane integration that bothers me a lot.

Octane switching nodes in materials seemingly random. It happens when you have two shading networks and one of the networks contains Cycles nodes. The switching can happen when you assing, re-assing materials, swtich engines or duplicate materials.



I'm fully expecting Octane to start with it's own shading network when you create new material. But it's very disruptive when you already have Cycles materials and it removes your nodes with set parameters. If it's a popular feature for other users I'd like to have an option in Octane addon settings to disable this behavior entirely. I like having both Cycles and Octane shading networks together in one material.
linograndiotoy
OctaneRender Team
Posts: 1355
Joined: Thu Feb 01, 2018 7:10 pm

That happens because Cycles nodes are not available in Octane. Mixing Cycles and Octane nodes is generally not a good idea.
sudisk
Licensed Customer
Posts: 54
Joined: Wed Jun 10, 2020 7:31 am

I understand that they are not available for creation when in Octane render mode, but existing nodes shouldn't be removed, as they sometime provide an example and color references for Octane shading.
linograndiotoy
OctaneRender Team
Posts: 1355
Joined: Thu Feb 01, 2018 7:10 pm

sudisk wrote:I understand that they are not available for creation when in Octane render mode, but existing nodes shouldn't be removed, as they sometime provide an example and color references for Octane shading.
I agree.
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