cornel wrote:Hey guys,
I just created my very first fully procedural shader within octane, question is, how exactly do I add it to the liveDB? where is that magic button located?
I haven´t used a macro to do so, and now I´m scared to build up the shader again if a macro is mandatory needed, as copy&paste isn´t supported yet.
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- PolygonPusher
- Posts: 45
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just make a macro material and go into that node and add your new material and link it to the output and save the macro node
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About characters in names; are underscores, hyphens & dots allowed? Should I use whitespace instead of underscores?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- PolygonPusher
- Posts: 45
- Joined: Fri Feb 04, 2011 4:00 pm
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no you cant use " _ and or .
only a-z A-Z 0-9, though I bet that changes down the road, probably a problem with escaping html character with the database.
I don't know if this helps but it looks as if the server removed " just fine from materials info that I submitted before I knew about this problem.
only a-z A-Z 0-9, though I bet that changes down the road, probably a problem with escaping html character with the database.
I don't know if this helps but it looks as if the server removed " just fine from materials info that I submitted before I knew about this problem.
matej wrote:About characters in names; are underscores, hyphens & dots allowed? Should I use whitespace instead of underscores?
polyon-pushers.org| Flickr| twitter | vimeo
spec: i7 975 3.33ghz | 12 gigs ram | gtx 260 - 195 cuda cores | win 7 64bit | blender 3d | Octane 2.43
IRC: freenode - #blenderchat - #blendercoders - #octanerender
spec: i7 975 3.33ghz | 12 gigs ram | gtx 260 - 195 cuda cores | win 7 64bit | blender 3d | Octane 2.43
IRC: freenode - #blenderchat - #blendercoders - #octanerender
Thanks. Whitespace is allowed?PolygonPusher wrote:no you cant use " _ and or .
only a-z A-Z 0-9,
A little problem:
I want the user to be able to control the scale of some procedurals, but the float pin connected to the scale parameter of a transform node does not keep the name I gave it inside the macro - the parameter is just called 'scale' from the outside (note that the other parameters have their designated pin names). It also becomes a float triple, which is understandable, but what if I don't want the user to be able to control all the 3 axes separately? The less stuff the user has to tweak, the better.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
a simple light emitting lava shader, fully procedural, now found in the Misc category.
Some text notes on the values that can be customized were added to the description.
Some text notes on the values that can be customized were added to the description.
Last edited by cornel on Tue Feb 08, 2011 7:47 pm, edited 1 time in total.
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- PolygonPusher
- Posts: 45
- Joined: Fri Feb 04, 2011 4:00 pm
- Location: St.Loius
- Contact:
I think the problem is to do with what is called escaping html characters which can be used for sql injection. Most commanly the need to encode or remove " via \"
Though this is just an assumption but I would put my money on that.
It would be really nice if there was just a simple website API that could be used to add and manage the materials. That would help 3rd party plugin creation and make for an easy way to manage the live db.
For example how would I currently rename or remove an item I submitted? That type of functionality would be something a web developer could add to the site in a matter of a few hours, though it could take way more time to build that into the IDE since there is way more unit testing and compatibility testing that would have to be done to make sure it did not break the IDE. Also you dont have to compile to deferent OS's on a web site.
One thing that would be great is that if the whole materials, texture, light emit nodes used some open standard like xml to define the model so creation could be easily automated or that a simple API could be established.
Though this is just an assumption but I would put my money on that.
It would be really nice if there was just a simple website API that could be used to add and manage the materials. That would help 3rd party plugin creation and make for an easy way to manage the live db.
For example how would I currently rename or remove an item I submitted? That type of functionality would be something a web developer could add to the site in a matter of a few hours, though it could take way more time to build that into the IDE since there is way more unit testing and compatibility testing that would have to be done to make sure it did not break the IDE. Also you dont have to compile to deferent OS's on a web site.
One thing that would be great is that if the whole materials, texture, light emit nodes used some open standard like xml to define the model so creation could be easily automated or that a simple API could be established.
matej wrote:Thanks. Whitespace is allowed?PolygonPusher wrote:no you cant use " _ and or .
only a-z A-Z 0-9,
polyon-pushers.org| Flickr| twitter | vimeo
spec: i7 975 3.33ghz | 12 gigs ram | gtx 260 - 195 cuda cores | win 7 64bit | blender 3d | Octane 2.43
IRC: freenode - #blenderchat - #blendercoders - #octanerender
spec: i7 975 3.33ghz | 12 gigs ram | gtx 260 - 195 cuda cores | win 7 64bit | blender 3d | Octane 2.43
IRC: freenode - #blenderchat - #blendercoders - #octanerender
- jan kudelasek
- Posts: 189
- Joined: Thu May 13, 2010 3:25 pm
- Contact:
PolygonPusher wrote:I think the problem people are having uploading Materials that use textures is they need to upload the textures first as a texture macro and then use that texture macro in the material macro before they upload the material. Now I could be wrong about this but it would look thats the only way it works now
jan kudelasek wrote:hello,
I can´t upload my material to liveDB. Could not connect to server.
what´s happened?
Here it is. Beer foam.
hey Polygonpusher, thanx. I have to go try it.
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Yes, spaces, underscores, hyphens and dots are ok.matej wrote:About characters in names; are underscores, hyphens & dots allowed? Should I use whitespace instead of underscores?
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
3 materials added
Ice Block Done for the 2011 new year's contest, it's meant to be used for blocks or even ice cubes, scale has to be tweak depending on scene. Fun material to do with licht passing thru using the opacity and it was principal to my scene. I'm not sure you'll find much use for it, but it was fun and I would like to share it. Fully procedural.
Rain on water Also made for the contest, small improvements to have fake caustics and light passing thru, it has to be used as a plane above the ground, you can make puddles in the mesh.
Glass brick Made for a personal project, I used a texture from cgtextures.com to make the bump and as a base for the mask. Added "fake" opacity that can be controled with the texture mix.
As it couldn't be other way I screwed up the category I placed the first one (ice block) it should go under organic/liquids but I wrongly placed it misc, if anyone could be so kind to change or delete so I can place it in its proper category. Also I can not load Rain on water from the livedb for some reason, if anyone else could try it, it would be cool.
As an added note I wanted to add input float pins for the scale in the ice one, but since I had a float2 I couldn't is there a work around for doing so?
I'll up some more common ones I use all the time, but this might be the most fun
Ice Block Done for the 2011 new year's contest, it's meant to be used for blocks or even ice cubes, scale has to be tweak depending on scene. Fun material to do with licht passing thru using the opacity and it was principal to my scene. I'm not sure you'll find much use for it, but it was fun and I would like to share it. Fully procedural.
Rain on water Also made for the contest, small improvements to have fake caustics and light passing thru, it has to be used as a plane above the ground, you can make puddles in the mesh.
Glass brick Made for a personal project, I used a texture from cgtextures.com to make the bump and as a base for the mask. Added "fake" opacity that can be controled with the texture mix.
As it couldn't be other way I screwed up the category I placed the first one (ice block) it should go under organic/liquids but I wrongly placed it misc, if anyone could be so kind to change or delete so I can place it in its proper category. Also I can not load Rain on water from the livedb for some reason, if anyone else could try it, it would be cool.
As an added note I wanted to add input float pins for the scale in the ice one, but since I had a float2 I couldn't is there a work around for doing so?
I'll up some more common ones I use all the time, but this might be the most fun
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