Octane Mix Material and how to render it into Material ID?
Moderators: ChrisHekman, aoktar
Hello, I have found this to be problem to render Mix Material into some render pass like Material ID in Cryptomate... It sees it as just one material but is there some way to render mix material as two render passes?
Hi,
in general, please avoid to use the Mix material, and convert it into a Composite material with the Convert command in Live View menu materials.
Mix Material has several issues that have been solved by Composite material.
Anyway, this doesn't solve your issue, since it is always seen as a single material by Cryptomatte, but you can use a Capture AOV + Custom AOV to obtain the mask you need:
https://docs.otoy.com/cinema4d/CaptureAOV.html
https://docs.otoy.com/cinema4d/CustomAOVs.html
ciao,
Beppe
in general, please avoid to use the Mix material, and convert it into a Composite material with the Convert command in Live View menu materials.
Mix Material has several issues that have been solved by Composite material.
Anyway, this doesn't solve your issue, since it is always seen as a single material by Cryptomatte, but you can use a Capture AOV + Custom AOV to obtain the mask you need:
https://docs.otoy.com/cinema4d/CaptureAOV.html
https://docs.otoy.com/cinema4d/CustomAOVs.html
ciao,
Beppe
Thank you for your reply, I will give you a reply when I will pass through some testing...
Thank you for your help, I finally made it, thanks to your links into documentation, my question is, why the Custom AOV 1 does not work? All others numbers are working, so why the number one is somehow ignored?bepeg4d wrote:Hi,
in general, please avoid to use the Mix material, and convert it into a Composite material with the Convert command in Live View menu materials.
Mix Material has several issues that have been solved by Composite material.
Anyway, this doesn't solve your issue, since it is always seen as a single material by Cryptomatte, but you can use a Capture AOV + Custom AOV to obtain the mask you need:
https://docs.otoy.com/cinema4d/CaptureAOV.html
https://docs.otoy.com/cinema4d/CustomAOVs.html
ciao,
Beppe
Hi,
great to hear you have solved with Composite material, well done!
About Custom AOV1, it seems to work as expected here: Could you share more info or a simple example scene that shows the issue?
ciao,
Beppe
great to hear you have solved with Composite material, well done!
About Custom AOV1, it seems to work as expected here: Could you share more info or a simple example scene that shows the issue?
ciao,
Beppe
- Tim_Twisted
- Posts: 39
- Joined: Mon Apr 23, 2018 1:31 pm
Hi Bepe,
Can you list the issues the Mix material has? I use these extensively, and have a lot of Mix materials in my library which would be quite a task to redo in Composite.
Can you list the issues the Mix material has? I use these extensively, and have a lot of Mix materials in my library which would be quite a task to redo in Composite.
1) Hello, I am attaching the test scene, please go straight into material editor to see the Sub material1 and its Capture AOV node which I do have problem with... There is Custom AOV specified as number 1 and I feel something like it is very similar as I have been having this issue from time to time with some renderers as Redshift and Octane as well, that number 1 is optional to choose from but never actually do nothing so what is the magis causing this please?
Please take a look at this link I am sharing the test project: https://drive.google.com/drive/folders/ ... sp=sharing
2) And also I have a question how to render just black and white like matte for the mix material custom AOV? Do I need RGB Spectrum node for that override texture input? Because it does produces just the color I specified so it can be that, but not sure...
https://drive.google.com/file/d/154qJt_ ... sp=sharing
I have already tried based on documentation the input of "override texture" and on its description "Override Texture — This input will output the texture to the specified AOV, but it will IGNORE the texture for the material." i use RGB Spectrum with white color and it seems it does that trick I am talking about I need.
3) Why I need to use "Sub Material" within Composite Material? Because in Mix Material you can just drag and drop existing material I already have built. So What the difference?
Please take a look at this link I am sharing the test project: https://drive.google.com/drive/folders/ ... sp=sharing
2) And also I have a question how to render just black and white like matte for the mix material custom AOV? Do I need RGB Spectrum node for that override texture input? Because it does produces just the color I specified so it can be that, but not sure...
https://drive.google.com/file/d/154qJt_ ... sp=sharing
I have already tried based on documentation the input of "override texture" and on its description "Override Texture — This input will output the texture to the specified AOV, but it will IGNORE the texture for the material." i use RGB Spectrum with white color and it seems it does that trick I am talking about I need.
3) Why I need to use "Sub Material" within Composite Material? Because in Mix Material you can just drag and drop existing material I already have built. So What the difference?
1. Ok, the confusion comes from the fact that plugin assigns Custom AOV1 to all materials:
ciao,
Beppe
So you need to set both Composite and Sub Materials to None, to be able to use Custom AOV1 with Capture node:
Here is the modified scene file:
2. You should need to connect the ImageTexture node to Capture texture pin, and the RGB Spectrum node to the Overwrite texture pin, then you can use the color you want:
3. Try to copy paste a Mix material between different c4d scenes, or save it in Asset Browser, or use the Solo mode with Mix Material. This why we have Composite material with Sub Materials.
ciao,
Beppe
Thank you bepeg4d for your explanation over this topic! I got back to it today and I am glad that I know how to use it thanks to you 

You are welcome
Happy GPU rendering!
ciao,
Beppe

Happy GPU rendering!
ciao,
Beppe