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mate
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Posts: 136
Joined: Fri Mar 19, 2010 2:51 pm
Location: Berlin
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Hey everyone,

Two things I keep stumbling over in Octane which would be great to be able to change per default:

1) Enable/Disable viewing of material nodes when selected etc. buttons ON/OFF default toggle
Now I add a material and every time it switches to the test sphere because I forget to switch off the toggle first

2) If I connect something to a node and then disconnect it again, the node remembers the last state.
To me, it would be much more logical if the node would revert to it's previous/default state. For example: I try a texture in the diffuse channel but then I want to revert to RGB. I'd have to either add a dedicated RGB node, or delete the material and start over, to get the internal RGB setting back. Would be lovely if the node could just revert to default.

Looking forward to hearing your thoughts on that!

cheers ;)

::mate::
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grimm
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Location: Spokane, Washington, USA

+1

This would be really helpful.
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Pavlov
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Posts: 158
Joined: Fri May 21, 2010 8:49 am

+ 1.
again, in materials, channels gets taxture's name if you have one loaded. I cant see anumore if it's Bump, diffuse or whatever... i'd like channel's name to remain visible.

Paolo
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oguzbir
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I am just assuming and please correct me if I am wrong.

The node workflow and all other pieces of octane, runs completely on GPU right?
Would it be meaningful or possible to run these parts on the CPU?
:oops: :?:
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Texture creation work-flow would sure benefit from a RGB only preview, that could run entirely on CPU -> faster (no render re-starts every time you touch something) and easier to work with (2d bitmap overview of current texture node, rather than 3D ball that hides half of your texture)

Everything from material nodes and up would still need a lighted GPU mode.
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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Timmaigh
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Posts: 168
Joined: Mon Nov 01, 2010 9:52 pm

I am quite confused with those little triangles on top of your meshnode... lets just say i import a material node and want to link it to one of these triangles, but hey! there is 50 of these triangles/materials there! How will i find the one i need? I can click it right in the render viewport with that material picking icon, but that will only show its properties in node inspector, but i need to do stuff in graph editor... So it would help, if picking material in the viewport will somehow make the adjacent triangle on the meshnode "flash" or something in the graph editor, so you can link it with your pre-made material node without searching, which one it is...

If i am doing something wrong, please enlighten me.
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bepeg4d
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leave the mouse over any triangle in the mash node for few seconds and the name of the node/material will appear ;)
it's not very comfortable but this is the way it works for now.

ciao beppe
Timmaigh
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Posts: 168
Joined: Mon Nov 01, 2010 9:52 pm

bepeg4d wrote:leave the mouse over any triangle in the mash node for few seconds and the name of the node/material will appear ;)
it's not very comfortable but this is the way it works for now.

ciao beppe
yeah, it is pretty uncomfortable this way, therefore i suggest possible solution ;)
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vagos21
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Posts: 61
Joined: Wed Apr 07, 2010 4:51 pm

Timmaigh wrote:I am quite confused with those little triangles on top of your meshnode... lets just say i import a material node and want to link it to one of these triangles, but hey! there is 50 of these triangles/materials there! How will i find the one i need? I can click it right in the render viewport with that material picking icon, but that will only show its properties in node inspector, but i need to do stuff in graph editor... So it would help, if picking material in the viewport will somehow make the adjacent triangle on the meshnode "flash" or something in the graph editor, so you can link it with your pre-made material node without searching, which one it is...

If i am doing something wrong, please enlighten me.


Yes sounds like a great idea too, a faster way to find materials on the huge meshnode, sometimes it gets up to 200 materials and it gets really annoying searching one-by-one till you find the one you want :D
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matej
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Location: Slovenia

A simple solution to this would be to highlight the right triangle pin on the mesh node, when the material is picked or selected in the outliner.
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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