Yeah, all the sliders that deal with translation are useless, because you move the slider one micron and the camera/object moves a few kilometers... Some way to scale down the influence (Blender - > holding shift) would be needed.pixelrush wrote: the sliders are too coarse for small refinements.
An interesting idea, but not a good solution imo:face wrote:Maybe it is possible to use the unused matrix values for color information
- that would mean mixing "geometry" & shading tools together = not really a good workflow paradigm, more like a hack
- changing colors would need a re-export of the scene
- (diffuse) color is just one of the many material params that constitute the end result
The right solution for the problem ("how to vary material properties across instances") is by having powerful texture mapping tools. By this I mean Octane being able to map textures (any textures not just procedurals) in various coordinate spaces (global, local, object, UV) and automatic modes (flat, cube, sphere, cylinder). In the case of instances a global coordinate mapping would already help, though its not suitable for animations if the instances move around. Thus we would need an "object" coordinate space, where the coordinate origin would be defined for example by the first / original instance of the group - the texture space for all the other instances would be derived relative to this instance. This would work with animated instances.
In any case we need more texture coordinate spaces / automated texture assignment solutions. I hope that now with the engine re-write we could get those mentioned (global, local, object coordinate spaces & (the most important thing!!) per texture coordinate assignment).