Hey
I was trying to use forest color, but I can't even use it with UniversalMtl or Vraymtl
Forest Color + Mtl
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- neonZorglub
- Posts: 1005
- Joined: Sun Jul 31, 2016 10:08 pm
Hi samsue,samsue wrote:Hey
I was trying to use forest color, but I can't even use it with UniversalMtl or Vraymtl
It seems you are using 13.13.
The support for Forest Color / Material was added in 13.14 !
viewtopic.php?f=27&t=81068
Please install the latest: 13.15 : viewtopic.php?f=80&t=81100
Also, you might need to disable 'Use Legacy material Converter'.
Thanks
- Can't I use it as a MultiSubTex (linking to different IDs in a tree, for example)?
- I have to ask, why did you choose to make MultiSubTex with this list format? And not like everyone else, with links or slots? Is there a technical explanation? or did you honestly think this was better solution?
- I have to ask, why did you choose to make MultiSubTex with this list format? And not like everyone else, with links or slots? Is there a technical explanation? or did you honestly think this was better solution?
- neonZorglub
- Posts: 1005
- Joined: Sun Jul 31, 2016 10:08 pm
Hi samsue,samsue wrote:- Can't I use it as a MultiSubTex (linking to different IDs in a tree, for example)?
- I have to ask, why did you choose to make MultiSubTex with this list format? And not like everyone else, with links or slots? Is there a technical explanation? or did you honestly think this was better solution?
-Are you talking about the standard 'Multi/Sub-Object' material ?
You can assign it to your tree object. each of the geometry with material ID's in the tree should be assigned to a matching sub material of the 'Multi/Sub-Object'.
and each of this sub-material can use a Forest Color texture, or be itself a Forest material..
Here is a sample. sorry, it's just a box with 4 of the 6 IDs set to some Standard material + a Forest color texmap, but that should show the idea..: -For the Forest Color and it's 10 maps, that's from Itoo Software.. I didn't do the UI, I'm just reading and converting the data to render something similar with Octane..
Hey,
- I was trying to use ForestColor as a replacement for Multi-Texture. But the ForetColor is Object based, i could not use in a single object with multiples IDS.
- Why didn't you make Multi-Texture with the possibility to link textures to slots?
Or at least slots where you can load textures. (like the ForestColor UI and all the other Multi-Texture ones from Corona, Vray, Fstrom etc... )
- As in the image, I at least could not use it because the textures have to be loaded sequentially, or several times... very counterproductive.
- I was trying to use ForestColor as a replacement for Multi-Texture. But the ForetColor is Object based, i could not use in a single object with multiples IDS.
- Why didn't you make Multi-Texture with the possibility to link textures to slots?
Or at least slots where you can load textures. (like the ForestColor UI and all the other Multi-Texture ones from Corona, Vray, Fstrom etc... )
- As in the image, I at least could not use it because the textures have to be loaded sequentially, or several times... very counterproductive.
- neonZorglub
- Posts: 1005
- Joined: Sun Jul 31, 2016 10:08 pm
Hi samsue,
Sorry about the late response.
As I understand, you try to use object's material IDs to select a material's texture in a list of textures (Texmap)
Both Multi-Texture and Forest Color are designed for random generation, so won't work well in this case.
And Multi-Texture is not handling texmaps, just image filenames. (that's why it's UI is a bit special, allowing to drag and drop many textures from Windows explorer)
In fact, the name is misleading, it should be named 'Multi-Image' or 'Multi-Image Randomizer' instead.. sorry about that..
By updating the internal osl shader used for Forest Color, I could make a shader that should fit your purpose:
Plane01 has 6 material IDs from 1 to 6, and 2 'TexSelector10' osl textures, one for the diffuse, 1 for the bump
Plane003 has 10 materials IDs from 1 to 10, and a single TexSelector10 for the diffuse.
(Plane02, as a reference, uses the Material Selector)
Would this work for you ?
Is 10 slots enough ?
I could create a Wrapper for it, to avoid to set up the osl shader name and grayScale vertex attribute, and add a Reference Objects window as in the Multi-texture, to make sure objects have the Octane Geometry Modifier correctly setup.
Thanks
Sorry about the late response.
As I understand, you try to use object's material IDs to select a material's texture in a list of textures (Texmap)
Both Multi-Texture and Forest Color are designed for random generation, so won't work well in this case.
And Multi-Texture is not handling texmaps, just image filenames. (that's why it's UI is a bit special, allowing to drag and drop many textures from Windows explorer)
In fact, the name is misleading, it should be named 'Multi-Image' or 'Multi-Image Randomizer' instead.. sorry about that..
By updating the internal osl shader used for Forest Color, I could make a shader that should fit your purpose:
Plane01 has 6 material IDs from 1 to 6, and 2 'TexSelector10' osl textures, one for the diffuse, 1 for the bump
Plane003 has 10 materials IDs from 1 to 10, and a single TexSelector10 for the diffuse.
(Plane02, as a reference, uses the Material Selector)
Would this work for you ?
Is 10 slots enough ?
I could create a Wrapper for it, to avoid to set up the osl shader name and grayScale vertex attribute, and add a Reference Objects window as in the Multi-texture, to make sure objects have the Octane Geometry Modifier correctly setup.
Thanks