Re: some news from the ongoing frontier
Posted: Sun Feb 09, 2014 10:51 pm
so, one final update to this thread, covering the latest addition, of course included in the just released version... templating.
i took me quite some time to figure out how to make this possible without the use of scripts or the like, or in other words to integrate it seamlessly into the overall workflow. the final solution is imo capable to make a lot of tasks a LOT easier (and faster of course).
this is how it looks: and this is how it works:
- you can make any of the known image nodes (image/alpha/float) into a template node (and respectively the material containing it) by telling the node from which of the usual daz map channels it should take a new map during link/load operations.
- since not all daz mat sets always cover all maps for particular slots or may have variing setups otherwise, you can choose a primary channel where to take a map from the daz material, and 2 fallback locations. for most circumstances the primary daz channel will be sufficient, but if the daz material is more complex, like having specular2, velvet or sss maps you can still create a template that makes use of them if they are there, and otherwise use some of the other maps.
- in addition you can tell the template node to be static, means a map assigned to it won't be replaced at all - this can be useful to keep i.e. a veins map from a specialised source that is usually not part of common mat sets.
- last but not least you can specify to keep a currently assigned map if the new daz mat set doesn't cover it (i.e. for specular maps that some sets have with them and others not).
- an important extension to octanes capabilities is, that a template image node doesn't need to hold a map; it still stays connected, and the pin it is connected to just works like it would do if there was no image node; say you have an opacity map connected to the opacity pin - if there is no opacity map for it the respective material, it renders with opacity 1.0. or an image node for the normal pin will render like there is no node connected. the plugin "switches" such nodes "on/off" just as needed.
- in short you can create as complex setups to your hearts like, and still have control about what happens if you load a new .dsa/.dsb/.duf/.etc mat set on it, usually without the need to dis- or reconnect image nodes that are not used.
- so if you have created a more or less complex template material, you can copy it to your presets and apply it to a bunch of daz surfaces by just dragging it onto them. the result will be one ore more new octane materials, that all have the same node setup, and the maps taken from the current daz materials in question, depending on on how much daz materials with different maps you have dropped it (aka grouping).
a common example would be to select any of the 13 usual skin surfaces, drop the template material on them, and get 3 or 4 different oc materials, all sharing the same complex node setup, and having maps applied according to the rules chosen in the image nodes.
- another way is to save a complete figure with all template mats as standard .duf material preset. when loading it back onto a figure, it will of course restore all the octane materials along with the template setups. from there on you just need to drop new i.e. commercial mat sets on the figure and have immediately set it up in octane with all the complex materials in place and new maps.
i took me quite some time to figure out how to make this possible without the use of scripts or the like, or in other words to integrate it seamlessly into the overall workflow. the final solution is imo capable to make a lot of tasks a LOT easier (and faster of course).
this is how it looks: and this is how it works:
- you can make any of the known image nodes (image/alpha/float) into a template node (and respectively the material containing it) by telling the node from which of the usual daz map channels it should take a new map during link/load operations.
- since not all daz mat sets always cover all maps for particular slots or may have variing setups otherwise, you can choose a primary channel where to take a map from the daz material, and 2 fallback locations. for most circumstances the primary daz channel will be sufficient, but if the daz material is more complex, like having specular2, velvet or sss maps you can still create a template that makes use of them if they are there, and otherwise use some of the other maps.
- in addition you can tell the template node to be static, means a map assigned to it won't be replaced at all - this can be useful to keep i.e. a veins map from a specialised source that is usually not part of common mat sets.
- last but not least you can specify to keep a currently assigned map if the new daz mat set doesn't cover it (i.e. for specular maps that some sets have with them and others not).
- an important extension to octanes capabilities is, that a template image node doesn't need to hold a map; it still stays connected, and the pin it is connected to just works like it would do if there was no image node; say you have an opacity map connected to the opacity pin - if there is no opacity map for it the respective material, it renders with opacity 1.0. or an image node for the normal pin will render like there is no node connected. the plugin "switches" such nodes "on/off" just as needed.
- in short you can create as complex setups to your hearts like, and still have control about what happens if you load a new .dsa/.dsb/.duf/.etc mat set on it, usually without the need to dis- or reconnect image nodes that are not used.
- so if you have created a more or less complex template material, you can copy it to your presets and apply it to a bunch of daz surfaces by just dragging it onto them. the result will be one ore more new octane materials, that all have the same node setup, and the maps taken from the current daz materials in question, depending on on how much daz materials with different maps you have dropped it (aka grouping).
a common example would be to select any of the 13 usual skin surfaces, drop the template material on them, and get 3 or 4 different oc materials, all sharing the same complex node setup, and having maps applied according to the rules chosen in the image nodes.
- another way is to save a complete figure with all template mats as standard .duf material preset. when loading it back onto a figure, it will of course restore all the octane materials along with the template setups. from there on you just need to drop new i.e. commercial mat sets on the figure and have immediately set it up in octane with all the complex materials in place and new maps.