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.
Moving object animation and camera only animation
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- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
Hi tehfailsafe,
thanx, very interesting discover
no more "spaghetti monster" as matej said
ciao beppe
thanx, very interesting discover

no more "spaghetti monster" as matej said

ciao beppe
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..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.

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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