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Weird Material dependancy

Posted: Wed Mar 20, 2019 9:32 am
by hausgross
Hey,

I've got a strange behavior regarding a blendmaterial and standard materials. The blendmaterial should not depend on the other materials in the the scene but it does. If I delete one of the materials the node tree in the blend material is affected and the blendmaterial changes.

A. Operating System: Windows 10 Version 1803 Build 17134.648
B. Graphics Card(s) model: 2x GTX 1080 Ti
C. RAM Capacity: 64GB
D. Nvidia driver Version: 397.64
E. OctaneRender Standalone version, if installed: -
F. OctaneRender plugin Version: 4.01.1
G. Host application Version: C4D R20.030 Studio

H. ow I got there:

I used a car paint shader from the library as a base. Then I realized using a blendmaterial instead of a mix material works way better for me, because I have to put some logos on the carpaint and material stacking would make my life much easier.

So I created a new blendmaterial, und copied parts from the basematerials of the mix material into the node editor and created this strange dependancy. Example is attached.



I. Copies of the Octane Log window and Console window Outputs: No information

Re: Weird Material dependancy

Posted: Wed Mar 20, 2019 9:54 am
by aoktar
Thanks! I'm looking into but you're having some nodes in BLEND material. They are owned by different materials. See IMAGE. So they will be lost if you delete OTHER materials. How could you CREATE these nodes and ADD to BLEND material?

Re: Weird Material dependancy

Posted: Wed Mar 20, 2019 10:08 am
by hausgross
I was too lazy to rebuild the nodes so I copied them and pasted them into the blendmaterial, if I remember correctly. Or I dropped the materials into the blend and only kept the nodes I needed.

I remember there was something strange about copying and pasting nodes, sometimes it worked and sometimes it didn't. It probably shouldn't have worked :D

Re: Weird Material dependancy

Posted: Wed Mar 20, 2019 10:17 am
by aoktar
hausgross wrote:I was too lazy to rebuild the nodes so I copied them and pasted them into the blendmaterial, if I remember correctly. Or I dropped the materials into the blend and only kept the nodes I needed.

I remember there was something strange about copying and pasting nodes, sometimes it worked and sometimes it didn't. It probably shouldn't have worked :D
You should not do that. We have MIX to BLEND convert command. Just select mix material and use CONVERT MATERIALS command. It will create a BLEND material from MIX system.

Re: Weird Material dependancy

Posted: Wed Mar 20, 2019 10:32 am
by hausgross
Right, I remember there was an issue and the material looked wrong after the conversion / after removing the mix material. That's how I ended up with this setup, but didn't realize there were still parts of the mix material left.

I just tested the conversion of the car paint material again and thats probably how the nodes ended up in the blend material. First it looks right, but if you delete the mix material the blend material will look wrong, like in my example file. You can try it yourself if you convert the mix and delete it afterwards.

Re: Weird Material dependancy

Posted: Thu Mar 21, 2019 9:54 am
by aoktar
I'm checking the convert command. I'll try to improve as I could do in a short time. Having different tasks to work on.

Re: Weird Material dependancy

Posted: Thu Mar 21, 2019 2:02 pm
by hausgross
Thank you!

Re: Weird Material dependancy

Posted: Sun Mar 24, 2019 6:29 pm
by aoktar
fixed build here is
viewtopic.php?f=85&t=71065