Re: OctaneRender® for Poser (Windows) 2.22.2 [TEST]
Posted: Wed Apr 29, 2015 7:27 pm
But looks like you can't post video to the forum.... bugger
Community Forums for OTOY Customers
https://render.otoy.com/forum/
Compress to ZIP and post that. Or upload to Dropbox and post the link.But looks like you can't post video to the forum.... bugger
http://render.otoy.com/manuals/Poser/?page_id=32And... where do i find that "OctaneDefaults.py" file again... hate Windows file structure.
Sorry, this didn't make the next release, but should be in the one after...So what i'd like to be able to do, is pick the 'Mesh' say and right click and change all nodes to 'Diffuse' in one pick.
YAY, works like charm, thanks for that!face_off wrote: - Added addition error checking when processing missing texturemaps to prevent unicode encoding exceptions.
Importing materials uses the same function, so searching for texturemaps should work there too. However if you import a very old material, it uses a different method, where searching texturemaps is not supported.Just to be annoying: could you do that for material import, too? It seems in general to be a good idea for all places where textures are not found - they might have been moved to another location in the meantime?
The plugin can copy a node network from one material to another, but there is a limitation in that there can only be one Image node connected to the Bump pin (and one to the Opacity pin, one to the Diffuse pin, etc). For example, you could not paste a material which merges 2 texturemaps into the Bump pin into a material which only has a single Image node in the Bump pin because it wouldn't know which Image node to use.I do have some pretty complex shaders which use combinations of texture maps in the bump node (by multiply)
I can export and import these shaders with no problems, but when I right-click and try to copy/paste it directly to another material zone I get an error message about copying not allowed because of multiple bump maps.
I don't think, there's a restriction to only one bump map per shader in Octane?
Yes, but in this case an existing [image] node would be replaced by a [multiply] node (with 2 images attached). So there's no reason for deciding for one image because the complete node is to be replaced by a node of a different type?face_off wrote:The plugin can copy a node network from one material to another, but there is a limitation in that there can only be one Image node connected to the Bump pin (and one to the Opacity pin, one to the Diffuse pin, etc). For example, you could not paste a material which merges 2 texturemaps into the Bump pin into a material which only has a single Image node in the Bump pin because it wouldn't know which Image node to use.I do have some pretty complex shaders which use combinations of texture maps in the bump node (by multiply)
I can export and import these shaders with no problems, but when I right-click and try to copy/paste it directly to another material zone I get an error message about copying not allowed because of multiple bump maps.
I don't think, there's a restriction to only one bump map per shader in Octane?
Paul
Hi Uwe - when you Paste (Retain Existing Texturemaps), the plugin would not know which texture to plugin into the second texture of the Multiply node. If you Paste (Use Copied Texturemaps) it just replaces the entire node structure, so the "one map per pin" limitation is not there.Yes, but in this case an existing [image] node would be replaced by a [multiply] node (with 2 images attached). So there's no reason for deciding for one image because the complete node is to be replaced by a node of a different type?
Import works the same as Copy/Paste. ie. Paste (Retain Existing Texturemps) is the same as Import (Retain Existing Texturemaps).The import works different compared to copy/paste then?