hi,
I want to assign different textures within a material based on Object ID. (Though I haven't yet figured out which node to use to get the Object ID...). The Switch Texture node seemed like it could work for this, but it shows texture inputs as pins, and we can't use the Input field as a pin. Is this normal?
ver. 2024-1-2-R2-0101
Switch Texture Node has no index pin, is it normal?
Moderators: aoktar, ChrisHekman
Hi,
Switch Texture node is not what you need, it is used to show a specific texture based on Input number.
What you need is an Octane Gradient node in Complex mode and Constant interpolation, with an Instance Range node as Input Texture, and you need to create a number of knots in the Gradient equals to the ID Number in Instance Range node, in order to have all the necessary pins for connecting all the different textures: ciao,
Beppe
Switch Texture node is not what you need, it is used to show a specific texture based on Input number.
What you need is an Octane Gradient node in Complex mode and Constant interpolation, with an Instance Range node as Input Texture, and you need to create a number of knots in the Gradient equals to the ID Number in Instance Range node, in order to have all the necessary pins for connecting all the different textures: ciao,
Beppe
Beppe thank you so much for this!
To fix this simple issue, I basically had to take the One Ring to Mordor and back. I finally did it, but deep inside, I can't stop wondering—why didn’t the eagles just take me there in the first place?
I hope one day Switch Texture can share that pin...
To fix this simple issue, I basically had to take the One Ring to Mordor and back. I finally did it, but deep inside, I can't stop wondering—why didn’t the eagles just take me there in the first place?
I hope one day Switch Texture can share that pin...
Hi again,
I solved one side of the repetitive material problem with your solution, but a problem occurred with translucent materials."
I added a sample scene.
nested translucent materials have a problem.
Front line uses single material with your solution
back like uses separated materials.
I solved one side of the repetitive material problem with your solution, but a problem occurred with translucent materials."
I added a sample scene.
nested translucent materials have a problem.
Front line uses single material with your solution
back like uses separated materials.
Weird, if you set the Bottle Dielectric priority to -1, it works as expected:
Beppe
ciao,
Beppe
Hi,
the issue with dielectric priority and multi texture is a core issue and will be fixed in next update.
About adding a texture/color to multi texture setup, just click on the gradient to create a new knot: Then right click on the gradient to distribute evenly the knots: Then correct the Instance IDs of the object, ed increase the number of Maximum IDs in thee Instance Range node: Here is the scene: ciao,
Beppe
the issue with dielectric priority and multi texture is a core issue and will be fixed in next update.
About adding a texture/color to multi texture setup, just click on the gradient to create a new knot: Then right click on the gradient to distribute evenly the knots: Then correct the Instance IDs of the object, ed increase the number of Maximum IDs in thee Instance Range node: Here is the scene: ciao,
Beppe