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Material problem

Posted: Mon Oct 10, 2016 4:08 pm
by preciousillusion
A - Win 8.1
B - TITAN X, 2 x 980ti
C - 64GB
D - 372.70
E - >3.x
F - >3.x
G - 17.053

If I load a texture (or shader, or whatever) in FILE (2) the AMOUNT (1) instantly drops to zero, and then when entering a number in the AMOUNT, as soon as I hit enter, the texture unloads itself.
Similarly with Volumes when loading something in Absorption/Scattering/Emission, the DENSITY drops to 0.00001. And if raising the value, whatever you just loaded simply unloads itself.
So, changing something in one place, messes up something somewhere else
KiNDOFFUNKY.jpg

Re: Material problem

Posted: Mon Oct 10, 2016 4:11 pm
by aoktar
It's not completely a plugin problem. It's more about C4D sdk and this kind of usage with custom GUI's. I remember this has been answered on your other report.
It's fixed on C4D R18.

Re: Material problem

Posted: Wed Oct 12, 2016 10:56 am
by preciousillusion
The reason for posting it that since during the 6 years I've been working daily with C4D I've never ever experienced that (again, changing a value, shader, texture etc in one place, causes a reset/removal in another place or the other way around) behavior anywhere else than Octane, not with C4D itself or any plugin, renderer, anything.
Also, I don't have R18.

Re: Material problem

Posted: Wed Oct 12, 2016 11:05 am
by aoktar
Did you see ever this kind of node system with custom GUI under materials before? These are truths what i know. I spent months to solve this and no solution before R18 for me. Don't use these as UNFOLDED or go with R18.

Re: Material problem

Posted: Thu Oct 13, 2016 8:28 am
by preciousillusion
Yes I have, Arnold has a very good node system. And even though it's released next month, Cycles4D node system looks pretty sweet.

Re: Material problem

Posted: Mon Oct 17, 2016 11:41 pm
by preciousillusion
aoktar wrote:Don't use these as UNFOLDED or go with R18.
Since it's clearly possible to not have this issue, that's a suggestion rather devoid of relevance.

So, the node system is the foundation of Octanes material system in C4D?
That would actually explain a lot outside the node sytem. For instance it would be the only way that having to load "image texture" then the actual texture makes one tiny bit of sense.
Of course what this also means is that, since the node system is "work in progress" or "experimental", the whole material system must be that as well.

Re: Material problem

Posted: Mon Oct 24, 2016 1:21 pm
by preciousillusion
No?

Re: Material problem

Posted: Mon Oct 24, 2016 1:32 pm
by aoktar
preciousillusion wrote:No?
Sorry but i'm having hard times to understand what you mean and want!!! This is not fixable bug for R17 or olders.
And our node editor is not working on a XPresso interface. It works like how material editor do. So it's a really native way to work with materials.

Re: Material problem

Posted: Fri Oct 28, 2016 3:19 pm
by preciousillusion
aoktar wrote: Sorry but i'm having hard times to understand what you mean and want!!! This is not fixable bug for R17 or olders.
When I pay for a product, may it be software, hardware or anything, I expect it to function according to specifications and not be broken or have flaws that break basic functionality.
Unfortunately this is not the case with Octane, and that is equally true for both the plugin and standalone.
For now I can't even use Octane in production as I can not be sure all the problems with the new licensing are fixed and that I won't be locked out from using it again.
Just look at the recent flood of users having license issues.
The fact that this still happens shows such a mindblowing level of arrogance from Otoy.
Of course this is not the fault of the plugin, but in the end it all adds up and ultimately puts customers in a bad spot, costing time, money and sanity.
aoktar wrote:This is not fixable bug for R17 or olders.
That tells us you've knowingly continued an approach that meant the material system would be forever severely broken, and will continue to be for anyone not upgrading to R18.
This is starting to reach m/s Titanic levels of bad engineering decisions.
Otoy should also clearly state something like "not fully compatible with R17 or below" since you just admitted that it isn't.
aoktar wrote:And our node editor is not working on a XPresso interface.
And in this case that's obviously not a good thing.
If others, in much less time, can build something far superior on top of XPresso.. ..You get the picture.
aoktar wrote:It works like how material editor do. So it's a really native way to work with materials
Native to what, Octane standalone?
Why on earth would someone want that? It’s a plugin, the more seamless it works with it’s host application the better.
I’ve never heard of anyone actually using standalone.

So what do I want?
Not much really, just a reliable product not riddled with bugs.
I mean, it's about six months since the release of V3 and there’s still no complete documentation.
V2 was released almost two and a half years ago and that documentation is not complete.
Do you btw have an ETA for V2 documentation?

What do I specifically want in this thread?
When I first posted I wanted an issue addressed.
But now I guess I'm trying to find out how fast the Octane ship is sinking and if there's anyone trying to get the bilge pump going.
So far it surely looks like y'all gathered on orlop deck drilling more holes

Re: Material problem

Posted: Tue Nov 08, 2016 7:14 pm
by preciousillusion
So, we're playing the waiting game again? You did ask, remember?