This could probably be filed as a bug as well, but let's put it here as a suggestion.
Right now the group input of the type "Color" is not interpreted as a texture socket. So I can't plug it into a texture input socket inside the group. However if I plug an RGB color node into the color socket outside the group, it works (see below). It would be great in the color input could be supported as is so that we don't always have to add an extra RGB color node. It's much cleaner and more logical that way.
Support Group Color Input
- linograndiotoy
- Posts: 1353
- Joined: Thu Feb 01, 2018 7:10 pm
I'm not sure to understand what you're asking for.
I can attach a Texture or an RGB Color node to that input. Can you please clarify better?
Thanks!
I can attach a Texture or an RGB Color node to that input. Can you please clarify better?
Thanks!
- Andreas_Resch
- Posts: 319
- Joined: Sat Jul 28, 2018 6:29 am
It's that the Color group input is not seen as a Texture socket inside the group. So I HAVE to use the color node that you see here to make it work. The cyan color does NOT work.
- linograndiotoy
- Posts: 1353
- Joined: Thu Feb 01, 2018 7:10 pm
It does work here (that's why I didn't understand you post).
Can you please share a scene where it doesn't work properly?
Can you please share a scene where it doesn't work properly?
- Andreas_Resch
- Posts: 319
- Joined: Sat Jul 28, 2018 6:29 am
I did a quick test and now it works as well. Maybe it was some special kind of combination of nodes that caused the problem. If I stumble over it again, I will investigate. For now - thanks for checking.
- Andreas_Resch
- Posts: 319
- Joined: Sat Jul 28, 2018 6:29 am
I did another test and the issue appeared again. Maybe it has something to do with composite textures. I have attached a scene that shows the issue. When you connect the socket from the group input, it doesn't work. But when you connect the RGB color node inside the group, it does.
[EDIT] It seems as if I put a Float3ToColor node inbetween, it works. Still odd, that it doesn't work without it. Maybe that's worth looking into down the line.
[EDIT] It seems as if I put a Float3ToColor node inbetween, it works. Still odd, that it doesn't work without it. Maybe that's worth looking into down the line.
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- Octane2023_Scene_ColorNodeTest_01.zip
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- linograndiotoy
- Posts: 1353
- Joined: Thu Feb 01, 2018 7:10 pm
In this scene you're using a "Cycles" Color input which is not compatible with the Octane Composite Texture node.
You'll need to use the proper input in this case.
Now the question is...Would it be possible to replace the "incompatible" nodes (basically the ones not showing the Color in the node itself) with "compatible" nodes?
I'll ask.
Thanks!
You'll need to use the proper input in this case.
Now the question is...Would it be possible to replace the "incompatible" nodes (basically the ones not showing the Color in the node itself) with "compatible" nodes?
I'll ask.
Thanks!
- Andreas_Resch
- Posts: 319
- Joined: Sat Jul 28, 2018 6:29 am
Well. If I drag the Input of the Composite Layer node to the group input, it doesn't not become a color input by default. It's unspecified in Cycles terms. So I have to manually assign a type of Color to it to work as expected and show the color selector. But i do that with Float values as well - especially when I need a range and it usually works fine.
- linograndiotoy
- Posts: 1353
- Joined: Thu Feb 01, 2018 7:10 pm
Yeah, that's what we need to clarify.Andreas_Resch wrote:Well. If I drag the Input of the Composite Layer node to the group input, it doesn't not become a color input by default. It's unspecified in Cycles terms. So I have to manually assign a type of Color to it to work as expected and show the color selector. But i do that with Float values as well - especially when I need a range and it usually works fine.