Hi,
I have an idea of a useful new feature:
Similar to Bagginsbill's parmatic, a new node could be implemented, similar to "floattexture", but rather than a value, it takes 2 parameters: a reference to a mesh and a string.
The node would perform a lookup to the meshes origin in Poser (prop or figure) and read the value of the parameter with the name of the string.
With this, in animations, transparency or a switch between two materials (feeding the value into a mix material) could be done.
Best regards,
Michael
Feature idea - Poser parameters
Moderator: face_off
Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
- Michael314
- Posts: 51
- Joined: Sat Mar 06, 2010 3:41 pm
- Location: Germany
Win XP 64 | GTX 580 (3 GB) | Core2Quad 2.83GHz (Q9550) | 8GB
Win7 Ultimate 64 | GTX 680 (4 GB) | Core i7 X980 | 24GB
Win7 Ultimate 64 | GTX 680 (4 GB) | Core i7 X980 | 24GB
This is a very good idea!
For the next release I will also add a checkbox which does a complete material conversion each frame of the animation, so can animate your Poser materials and these will propagate through to Octane (however you loose the ability to tweak the Octane material).
I've also looked at expanding the current system where you can store the Octane material definition in the Poser material. You could potentially save the Octane material to the Poser material, then move the animation slider to say frame 10, change an Octane material value (not node types though) and click a "keyframe" button, and that value change would be saved to the Poser Material copy of the Octane material at frame 10. Then when animating, the Octane materials could be loaded from the Poser materials each frame, and the keyframed values you set would be loaded.
So there are a few options for achieving the same result (animated materials), but a) they are all tricky to implement, b) not easy for the user to learn and c) there hasn't been a lot of call for animated materials, since most users are doing stills. So still deciding which is the best option.
Paul
For the next release I will also add a checkbox which does a complete material conversion each frame of the animation, so can animate your Poser materials and these will propagate through to Octane (however you loose the ability to tweak the Octane material).
I've also looked at expanding the current system where you can store the Octane material definition in the Poser material. You could potentially save the Octane material to the Poser material, then move the animation slider to say frame 10, change an Octane material value (not node types though) and click a "keyframe" button, and that value change would be saved to the Poser Material copy of the Octane material at frame 10. Then when animating, the Octane materials could be loaded from the Poser materials each frame, and the keyframed values you set would be loaded.
So there are a few options for achieving the same result (animated materials), but a) they are all tricky to implement, b) not easy for the user to learn and c) there hasn't been a lot of call for animated materials, since most users are doing stills. So still deciding which is the best option.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
- Andygraph3D
- Posts: 268
- Joined: Wed Mar 20, 2013 7:25 pm
Another way is save in memory cache the render of all poser node structure (textures) for any frame and use it like picture source for octane 
