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Mix material problem used with Multi/Sub Object Material

Posted: Thu Jan 14, 2016 12:55 pm
by oguzbir
There is a bug with mix material where,

Make an object with 2 or 3 multi ID's
Assign mix material to it.
In mix mat.
1. mat. is a multi/sub object material
2. mat. is a diffuse material.

open up Octane viewport to see the effect. Play with Amount spinner.
The result I get is the multi/sub material is considered as a grey material.

I also assigned a black&white image as a mask to the Amount slot of the mix material to mask the materials.
Result was the same.
My octane version is still (2.24.2- 2.13)
I attaches max 2014 scene below. ( I also attached that B/W hard mask image)
Also have a look at the render below. I tried to show what I expect to happen in the below (with help of photoshop)
Octane bug.jpg

Re: Mix material problem used with Multi/Sub Object Material

Posted: Thu Jan 14, 2016 3:12 pm
by boris
you can achieve what you want the other way around:
mix.JPG
edit: except that my object is not properly mapped for the mix mask (just placed a planar UVW Map Modifier on it) on the front side...

edit2: BTW I do not think this is a bug. mix material expects an octane material while the multi-sub is just a container coming from max which also has nothing to do with standalone.

Re: Mix material problem used with Multi/Sub Object Material

Posted: Thu Jan 14, 2016 4:32 pm
by oguzbir
boris wrote:you can achieve what you want the other way around:
mix.JPG
edit: except that my object is not properly mapped for the mix mask (just placed a planar UVW Map Modifier on it) on the front side...
edit2: BTW I do not think this is a bug. mix material expects an octane material while the multi-sub is just a container coming from max which also has nothing to do with standalone.
Well, for me. it is a bug just because using mult sub with mix material displays material as gray. it feels like octane cant link one of mix materials
with multi sub and therefore it seems like it assigns a blank non-material.

Secondly your other way around is indeed a workaround. :)
And thanks for the workaround.

This scene is just for explaining the problem.
I inted to use mix with multisub with bunch of object and materials in my own scene. Where it's not possible to apply your workaround for the whole bunch of scene.
Since multsub is a container. Then mix material should at least display one of the ID's. And that I think makes it a bug.
:))