Material switch is missing materials types

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J.C
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There are missing material types in material attributes to change. There are 6 instead of 10 types.
mats.png
Issue happens in latest build 2023.1.3-R4 and previous ones too.
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aoktar
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They are not based on our Octane Material type. So not possible to put these here!
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J.C
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Whats "our Octane Material type"?

I can easily switch to all material types in Standalone or Blender. Why it is limited in C4D?
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aoktar
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J.C wrote:Whats "our Octane Material type"?

I can easily switch to all material types in Standalone or Blender. Why it is limited in C4D?
Because it is my choice to keep UI performance. Other types are based on different material structures. Types you see in the type box which are having similar attributes. So I have encapsulated in Octane material type.
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boxfx
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J.C wrote:There are missing material types in material attributes to change. There are 6 instead of 10 types.
mats.png
Issue happens in latest build 2023.1.3-R4 and previous ones too.
C4D has to store the value for all options, even if they're hidden, just in case you change the material type. The more different material types you add in, the more values have to be stored. Do you really want c4d wasting ssd space and memory to store values you're unlikely to ever use?

Or perhaps look at it this way. maxon could make a single universal primitive which could be changed between sphere, cube, cylinder etc. But to do so it would need to store all possible parameters for all possible shapes. This would mean every cube you add to you scene would be 10x heavier because it also needs to store the sphere type just in case you change it to a sphere and the terrain settings just in case you change it to a terrain.
J.C
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boxfx wrote:
J.C wrote:There are missing material types in material attributes to change. There are 6 instead of 10 types.
mats.png
Issue happens in latest build 2023.1.3-R4 and previous ones too.
C4D has to store the value for all options, even if they're hidden, just in case you change the material type. The more different material types you add in, the more values have to be stored. Do you really want c4d wasting ssd space and memory to store values you're unlikely to ever use?

Or perhaps look at it this way. maxon could make a single universal primitive which could be changed between sphere, cube, cylinder etc. But to do so it would need to store all possible parameters for all possible shapes. This would mean every cube you add to you scene would be 10x heavier because it also needs to store the sphere type just in case you change it to a sphere and the terrain settings just in case you change it to a terrain.
In order to change material type I have to create new material and make all necessary changes to it. I'd prefer wasting few kilobytes of storage space than wasting my time redoing materials every time I want to try different material type.
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aoktar
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J.C wrote: In order to change material type I have to create new material and make all necessary changes to it. I'd prefer wasting few kilobytes of storage space than wasting my time redoing materials every time I want to try different material type.
What kind of switching do you expect from our native old materials to others?

This is a requirement for performance/less programming complexity and data storage. Not just a matter of a few bytes. C4D vs. SA are having different approaches, not everything is possible to apply or logical to simulates same approaches. I'm following the ways which are possible or allowed at UI or UX levels.
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J.C
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aoktar wrote: What kind of switching do you expect from our native old materials to others?
Could you please add all materials types to "Material type" selection list?
If it's not possible because of C4D limitations, could you please talk to Maxon to improve this?
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aoktar
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J.C wrote:
aoktar wrote: What kind of switching do you expect from our native old materials to others?
Could you please add all materials types to "Material type" selection list?
If it's not possible because of C4D limitations, could you please talk to Maxon to improve this?
I can see that my explanations don't make any sense on you.
1- I cannot add and convert to other types, they are not compatible or convertable.
2- It's not a Maxon related thing, it's a design choice on plugin side because of my reasons what I said before
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J.C
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I understand your explanations, but I can't see a solution.
1. I can see that I have to change this issue to a user request instead.
2. I hope your plugin design choices could be changed or improved in order to accommodate the evolution of Octane. Such changes I have seen before where you added or changed the way the plugin works.
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