Octane Material Type Converter
Posted: Thu Feb 23, 2023 2:07 am
Octane Material Type Converter
(from version 13.16)
A new set of features allow to change the type of an existing Octane material (for example from 'Diffuse material' to 'Universal material').
This is still in development. see the current limitations bellow.
The conversion options are available on the 'Convert...' button in each material dialog.
This is also available in the context menu of the 'Convert Current Slot Material' button, in Tools / Material Converter of the render settings dialog. The conversion creates a new material, and copy the compatible parameters from the old material to the new one.
Some parameters will be lost if they are not available in the new material.
The scene object using the previous material will have their material assigned to the new converted material.
Here is a sample scene to try those features: -Open MtlTypeConvert01.max
-Open the Material Editor in Compact mode
-Select the first material :01 - Default (a Diffuse material)
-Left Click on 'Convert..." button, select 'Convert to Universal Material'
01 - Default is now a Universal material, with parameters set from the previous Diffuse material.
The teapot material has been changed to the new material. Limitations:
Animations of material parameters are not converted. The converted parameter will be set with values of the current frame.
Layered material and material layers are not yet supported.
The Undo / Redo is only partially working. After a Undo, you may have to re-assign the previous material to the objects.
(you might prefer to save before convert and reload your scene..)
Compact editor
The new converted material will be re-assigned to the current Sample Slot.
Slate Editor
When converting a material, make sure it is assigned to a scene object, or set in a Sample Slot.
The new converted material will be re-assigned to the scene object and/or re-set in the Sample Slot.
The previous material still exist and will still be selected, so in order to edit / view the new material, you will need to 'get' it from the object or a Sample Slot.
(from version 13.16)
A new set of features allow to change the type of an existing Octane material (for example from 'Diffuse material' to 'Universal material').
This is still in development. see the current limitations bellow.
The conversion options are available on the 'Convert...' button in each material dialog.
This is also available in the context menu of the 'Convert Current Slot Material' button, in Tools / Material Converter of the render settings dialog. The conversion creates a new material, and copy the compatible parameters from the old material to the new one.
Some parameters will be lost if they are not available in the new material.
The scene object using the previous material will have their material assigned to the new converted material.
Here is a sample scene to try those features: -Open MtlTypeConvert01.max
-Open the Material Editor in Compact mode
-Select the first material :01 - Default (a Diffuse material)
-Left Click on 'Convert..." button, select 'Convert to Universal Material'
01 - Default is now a Universal material, with parameters set from the previous Diffuse material.
The teapot material has been changed to the new material. Limitations:
Animations of material parameters are not converted. The converted parameter will be set with values of the current frame.
Layered material and material layers are not yet supported.
The Undo / Redo is only partially working. After a Undo, you may have to re-assign the previous material to the objects.
(you might prefer to save before convert and reload your scene..)
Compact editor
The new converted material will be re-assigned to the current Sample Slot.
Slate Editor
When converting a material, make sure it is assigned to a scene object, or set in a Sample Slot.
The new converted material will be re-assigned to the scene object and/or re-set in the Sample Slot.
The previous material still exist and will still be selected, so in order to edit / view the new material, you will need to 'get' it from the object or a Sample Slot.