Viewport 2 shader fallback and attribute editor drag n' drop

Autodesk Maya (Plugin developed by JimStar)

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ivankio
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Joined: Thu Nov 14, 2013 11:39 pm
Location: Curitiba - Brazil
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It would be very helpful if you could set the viewport shader to be a blinn, with transparency [set to min(transmission, opacity) from octane's material] and that would shade properly with scene lights on Viewport 2.0. I know maya lights are not useful to octane, but they are specially useful when modeling interiors and view is near tangent many flat big surfaces (making them too dark). Or a "material override" for the shading group like vray and mentalray. This would also help when exporting stuff, that will come in handy when baking light gets implemented.

Also, why can't we drag an existing node into the attribute wanted on the attribute editor? I have to first create a node using the checker icon of the attribute editor, then connect the existing desired node, then delete the dummy unnecessary node. Why some attributes like Index and Displacement accept drag n' drop (although no smart connect) and the most used like Diffuse and Normal do not? Was it overlooked or is it a compatibility limitation?
GTX 1080 8gb, GTX 970 4gb, I5 4590, Z97-E, 32gb RAM, Win 10 64bits, Octane for Maya
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