Hello, I do remember that there in Redshift there has been always better implementation of the emitters and specifically their color data in one shared Material in the scene where are more than one emitters.
Any Idea why Octane is not capable of this?
Hello, I have a question about the need of having each separated material for each emitter... It is messy while you have
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Hello, I have got still this one question as it also can be feature request:)
There in Redshift you make some material for all emitters, and in its Material Node Editor you use some node which then assign a color for example for each Emitter by itself automaticcaly, so I can have justy only one Material for many Emitters in my scene without need to have for each of them separated material in Octane wher you need to assign Emitter to node to know some variables like color...etc.
Why is this working like that in Octane? (much more complicated) at least from my perspective.
There in Redshift you make some material for all emitters, and in its Material Node Editor you use some node which then assign a color for example for each Emitter by itself automaticcaly, so I can have justy only one Material for many Emitters in my scene without need to have for each of them separated material in Octane wher you need to assign Emitter to node to know some variables like color...etc.
Why is this working like that in Octane? (much more complicated) at least from my perspective.
Hi,
not exactly the same, but you can try to use the Octane Light manager to see at a glance all the active emissive nodes in the scene, even in materials, and select them for editing: ciao,
Beppe
not exactly the same, but you can try to use the Octane Light manager to see at a glance all the active emissive nodes in the scene, even in materials, and select them for editing: ciao,
Beppe
Hi Bepeg4D! I am sorry I might not made myself clear about this topic but I mean the Emitters in X-Particles specifically. I mean the materials for each of the emitters in one scene, where I need each material for every one of them separated.
Ok, can you share an example scene that shows the issue?
ciao,
Beppe
ciao,
Beppe
I am sorry I am too late to reply here, but in case you would like to give me some answer this is what I mean this copied from Octane Manual: "Getting Proper X-Particle Colors
To match the colors from X-Particles use the Instance Color node. The node is added to the material that is applied to the primitive used as the particle object as defined in the Octane Object tag > Particle Rendering tab. Note that this will work only for geometric particles (where the geometry is specified in the Octane Object tag)."
So each emitter must be assigned via Instance Color Node, That means I need to have as many particle materials as I have emitters... I do remember that Redshif even long before it was acquired by Maxon it could use just one material for any emitter, it could somehow derived attributes like color etc from each emitter automatically. It is sometime counterproductive to set each emitter "separately" So this post might be a feature request?
To match the colors from X-Particles use the Instance Color node. The node is added to the material that is applied to the primitive used as the particle object as defined in the Octane Object tag > Particle Rendering tab. Note that this will work only for geometric particles (where the geometry is specified in the Octane Object tag)."
So each emitter must be assigned via Instance Color Node, That means I need to have as many particle materials as I have emitters... I do remember that Redshif even long before it was acquired by Maxon it could use just one material for any emitter, it could somehow derived attributes like color etc from each emitter automatically. It is sometime counterproductive to set each emitter "separately" So this post might be a feature request?
Hi,
Have you tried to use the Attribute Texture instead of Instance Color node?
ciao,
Beppe
Have you tried to use the Attribute Texture instead of Instance Color node?
ciao,
Beppe

