Saving object macro not working

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treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Has anyone noticed that if you import a mesh with materials applied, that if you CHANGE those materials and settings in Octane, they do not get saved when you make a macro of the mesh? They default back to the original imported mesh and lose the links to some of the bitmaps.

Is this an Octane bug, or a bug in treddie's brain? :)
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

Does the mesh node have other nodes connected to it in the graph editor (at the bottom)? Or are you editing the nodes in the node inspector (at the right)?

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Roeland
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

In the Node Inspector:
Nodes.jpg
Just noticed, too, that saving nodes in the Node Inspector has a similar problem. For instance, the RGB color in the diffuse channel defaults to off-white, and the roughness channel saved OK, but the bump channel did not...bump reverted back to floattexture and lost the bitmap link.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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