Page 1 of 1

Base OpenGL color not passed with Universal node.

Posted: Thu Jun 25, 2020 5:41 pm
by pixelsmack
One nice thing about the older nodes, Diffuse, Glossy, Specular, etc, is when you chose a color for diffuse, it is passed to OpenGL. It's a simple thing but does help identify things in Layout faster. The Universal Material does not seem to do this.

Re: Base OpenGL color not passed with Universal node.

Posted: Tue Jun 30, 2020 8:02 am
by juanjgon
Hi,

The Universal material also has this feature, but the problem can be that the OGL viewports are only refreshed after an IPR rendering, or if you move the timeline. I'll check if the automatic OGL updating can be done automatically.

Thanks,
-Juanjo

Re: Base OpenGL color not passed with Universal node.

Posted: Tue Jun 30, 2020 8:20 am
by juanjgon
Ok. The next plugin build will update the OGL viewports from the Octane material nodes automatically, without any other interaction.

Thanks,
-Juanjo

Re: Base OpenGL color not passed with Universal node.

Posted: Tue Jun 30, 2020 6:12 pm
by pixelsmack
Thank you sir!