Jolbertoquini wrote:Hi Guys,
One other question "octaneRandomColorTexture" should work with hairs or maya instances? for me is working only with particles instances?
I guess is normal but should not working in the same way cause they are all instances for Octane Standalone?
For example if I want use in hair the "octaneWTexture" for a variation on color with botton and tip and use a "colorcorrect" node and add "octaneRandomColorTexture" into the brightness to get some variation should work???
Any advise?
Well this is an Octane core limitation, the RandomColor node only works for instances all referenced in the same Octane Scatter node.
In the maya plugin, the maya instancer is converted to one Scatter node,
and regular instances are converted to separate transform nodes referencing the same geometry.
(well a Scatter node is used but one for each instance, this is like using a Placement node)
This is implemented in Maya the way it must be, because Maya regular instances can have different materials, not the instancer.
I guess an option could be added to
export regular instances as an instancer but I think it's not easy,
I have noticed in the Maya plugin there's one way and only one to do each things,
so what your asking might mean refactoring the Octane plugin geometry converter/exporter.
In the other hand you can just convert in Maya your regular instances to an instancer.
Octane Hairs are not instances, but individual curves, so they can't use the randomColorNode.
But you can use Maya builtin tools to have the exact same result,
adding an empty texture in the material, maya color information are baked to this buffer/temp texture.
In my opinion there is a way more important issue to solve for hair:
The plugin should by default sample the underlying mesh UV and assign it to Hair,
instead of using random UV based on hair ID.
This is the number one feature used for rendering fur or hairs, and it's not supported by the Maya plugin....
Maya colors can't be used for that because :
- regular paintFX don't sample the mesh UV,
- and pfx nHair sample the mesh UV but only per clump/follicle,
so if you have more than one hair in one clump it doesn't work at all, the nHairs use the clump Uvspace instead of using the mesh UV space.
So it's not practical you just can't use one follicle for each hair, Maya explode.
Or at least we should have a way to access each Octane Hair UV component and set them ourselves,
sampling mesh UV is easy in Maya....