Moving object animation and camera only animation

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tehfailsafe
Licensed Customer
Posts: 229
Joined: Sun Nov 07, 2010 9:27 pm

hey bepeg4d, you saved me from a broken project!

After using that solution I came across something else interesting. you don't have to a node for EVERY material, only that they are all in order from left to right with no materials unmapped in between. Also, in C4D at least, you can control the order of the materials that show up from left to right if you know you wont have to edit them once in Octane. That way you only have to map the ones you want to correct in Octane and can leave the ones that work already from C4D.

Also, you can save alot of room in your example if you use "add > materials > material macro" then add your "add > material > glossy" in there. Then you don't have all the input triangles on your nodes taking up the horizontal space.

Attached a couple images for example.
Attachments
works.jpg
crashes.jpg
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
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bepeg4d
Octane Guru
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Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi tehfailsafe,
thanx, very interesting discover :)
no more "spaghetti monster" as matej said ;)

ciao beppe
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

tehfailsafe wrote:Also, you can save alot of room in your example if you use "add > materials > material macro" then add your "add > material > glossy" in there. Then you don't have all the input triangles on your nodes taking up the horizontal space.
Renaming nodes also helps making things less cluttered, as their width is determined also by the amount of characters, like; Mix Texture -> Mix, takes less space.. :)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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