Hello Bepeg4d,
what is the maximum number of nodes allowed in octane ?
Materials management
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Hi, I never hear of a number of node limitation
But there is a cuda limitation regarding the number of texture allowed, see here:
http://www.refractivesoftware.com/forum ... mit#p61570
ciao beppe

But there is a cuda limitation regarding the number of texture allowed, see here:
http://www.refractivesoftware.com/forum ... mit#p61570
ciao beppe
There is a node depth limitation, I just forgot the number (something line 10, 11). So if you mix two textures something like 10, 11 times it won't produce the correct result anymore.
EDIT: Here is the correct exlanation
EDIT: Here is the correct exlanation
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
niuq.cam wrote: Sometimes or very often, the nodes intersect![]()
I put them in order and i close Octane
Perhaps, i add a new material and...and everything is a new mixed...
(only the threads, i mean, the nodes are correct)
Niuq. Cam.
The reason is that if an object is hidden or deleted, the threads intersect. See pic 2.bepeg4d wrote:In general, this thing happen if you don't connect all the slots of the mash-node to a macro-node o a material-node, the gap creates the crap
try to fill all the slots and when you export with a new material, create and connect the new macro-node and save
ciao beppe
If the objet was hidden and reappear, eveything remain in order.
Its clear with the cone. See pic 3.
This functionning well because of the tip of bepeg4d.
"I usually create a single poly object far away or under the ground plane and i duplicate it for the numbers of materials in the scene and assign one material per poly. in this way there is always all the materials in the scene also if you hide one o more object during the animation."
If not.
the nodes are removed purely and never get back. (but are not deleted

This is for c4d users.
Hope will help you.

Niuq.
Last edited by niuq.cam on Mon Jan 02, 2012 6:05 pm, edited 1 time in total.
I don't know what's the topic, but these screen captures prove the node system needs a serious redesign. It looks pretty with four or five nodes, it stinks on more complex scenes.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
And I thought I have a mess in the graph editor..
GE needs a lot of workflow improvements (requests for it are all over the forums) and should be the next thing RS starts to work on.

GE needs a lot of workflow improvements (requests for it are all over the forums) and should be the next thing RS starts to work on.
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
"The reason is that if an object is hidden or deleted, the threads intersect. See pic 2."
Another reason is if you assign an existant mat to a new object.
Nodes doesnt like changes...
Niuq.
Another reason is if you assign an existant mat to a new object.

Nodes doesnt like changes...
Niuq.
Hello,
What is the maximum amount of materials allowed in Octane ? Horizontally.
Thank you.
Niuq.
What is the maximum amount of materials allowed in Octane ? Horizontally.
Thank you.
Niuq.