BK wrote:
Actually, Octane for Maya support Maya's nhair Color Randomization and Diffuse Rand has some value by default. You can try changing it to '0" then it should fix the 1 hair per clump.
No sadly this issue have nothing to do with color randomization :
Maya doesn't sample the color texture per hair but per follicle, so only the hair at the center of a clump are sure to get the correct color...
Also in your movie this only works because you use a particular case : a 1x1 plane,
but this won't work with any other mesh (just try with a torus for example).
Let me make the issue more obvious in this sample scene with a 20x20 plane :
Color randomization is zero but as you can see hair colors doesn't match the underlying mesh texture UV ....
Now if I scale the clump base to zero (so all hairs have there origin at the center of the clump) I get a perfect match, but obviously this is not a solution.
To be clear, this workflow never works for real life use-case,
the arbitrary Hair UVs make nHair/pfx useless with Octane4maya, when correct texturing is needed.
BK wrote:
Regarding Xgen support, we would be looking into it as soon as this branch has a stable version.
Direct XGEN support would be nice, but please don't forget also that many implemented features in the development branch are just not finished :
just good for quick demo testing, but not usable in real life production.
Also as I explained in a previous post, Xgen-interactiv is already supported in the new Maya plugin trough the ORBXproxy node.
Workflow is : Xgen-interactiv > export builtin cache to alembic >create ORBXproxy node > import the ABC cache file and setup material in the ORBXproxy UI > render (much simpler workflow !)
The Maya caching feature for Xgen-interactiv ( alembic curves with correct UV and widths ) makes a way better job than the Octane4Maya plugin with pfx/nHair.