BK wrote:
This is another great workaround. thanks
No no, you don't understand, I'm not showing a workaround here,
this is how the
Random Color texture
node works with non instance meshes,
this is the way it works in standalone or in Maya plugin, no workaround is needed :
viewtopic.php?f=126&t=60744
BK wrote:
Like I said earlier, this is just a workaround until we figure out something.
No this is not a workaround for what the user asked in the first post,
please read again :
p3taoctane wrote:
I duplicated a mesh a bunch of times and want to assign different colors to all the meshes?
Bikram, with your "workaround", you need to create as much different materials and gradients as the numbers of meshes to achieve what is asked by @p3taoctane.
So what's the point ?
BK wrote:The random colour is definitely not a simple fix for Octane render for Maya, however, we have come up with a possible solution now and we will look into it as soon as possible.
So discouraging
, It seems that neither JimStar or you understand at all the purpose and usage of the Random Color node...
I'm very afraid of what "possible solution" you are talking about,
the Random Color Node works as expected in Maya for instancers and regular non-instance meshes,
the only thing to fix is the
Regular Maya Instance
support, because it was badly implemented:
Regular Maya Instances using the same material, when converted to Octane must use the same Shader Map
node, not one Shader Map
node by instance !
That's all, this is a very simple bug to fix in the Maya plugin !!!!
@JimStar, please stop to ignore this bug and to waste your time on useless features like
Virtual material
,
I already explained what the bug is and how to fix it but you keep ignoring this bug since 4 years

:
viewtopic.php?f=110&t=52976#p300696
BK wrote:
Using Virtual material takes a little longer setting up than running script but the virtual material will work on any kind of objects, instanced/non-instanced. In my opinion, users have more controls and advantages using it. So, we do not think it's necessary to remove this feature at this moment.
The script I linked was just one example among lot of other ways,
but this tool has one major advantage over
Virtual material
, it just works !
Anyway users almost never need random assignment of predefined materials,
they need randomness at the material attributes level : exactly what the
random color texture
node is made for...
And it's so much more powerful, and controllable than
Virtual material
- the randomness can be between predefined color/textures (Random Color as input of a non-interpolated
gradient
)
- or the randomness can have unlimited variation by blending the textures ( in an interpolated
gradient
)
- it's fast to setup and control: only one material to setup,
gradient
enable easy control of the contribution for each color/texture independently.
- the randomness distribution has 65535 controllable variation (
Seed
attribute) against 0 controllable variation
* for
Virtual material
*the Random Seed variation for Virtual Material is the more absurd implementation ever:
either the Seed is changing EVERY FRAME but who would need such a feature : zero control on a stroboscopic animation !!!???
or the Seed is varying with the weight of contribution of the virtual materials so both are uncontrollable

,
Oh I almost forgot, the Seed is also varying depending on which slave it's rendered
Compared to the Random Color node workflow,
Virtual material
is just an awful unusable useless broken feature, it must be deprecated and removed.
Or prove me wrong by sharing at least one Maya scene where "Virtual material" is useful and works as expected !