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How to use the Octane Texture Editor?
Posted: Wed Aug 26, 2026 9:11 am
by davidvonbehr
Dear team,
I'd like to know how I can actually use the Octane Texture Editor in Blender.
If I create a texture node setup, how can I use this node in the shader editor?
I've searched for something like "Octane Texture Node Input" but found nothing.
A short clarification would be highly appreciated!
Thanks,
David
Re: How to use the Octane Texture Editor?
Posted: Fri Aug 28, 2026 8:19 am
by davidvonbehr
... just a short screenshot that you know of what I'm asking about.
Re: How to use the Octane Texture Editor?
Posted: Fri Aug 28, 2026 11:33 am
by linograndiotoy
Hi David,
The Octane Texture Editor is not intended to be used as a texture node group that you then reference from the Shader Editor, so there is no corresponding "Octane Texture Node Input" node.
Its main purpose is to provide external texture node trees for Octane parameters that cannot conveniently be exposed through the regular material node system.
A good example is the camera. Both the Realistic Camera and Universal Camera have texture inputs. For instance, the Realistic Camera has a Custom Aperture texture input.
We cannot expose the camera itself directly as a regular node tree, because many of its parameters are resolved from the Blender scene rather than being manually defined on an Octane camera node. We therefore need a separate way to create and assign texture networks to those camera inputs.
Older versions of Blender had a general Texture Node Editor that could potentially be used for this purpose, but it is now mainly tied to Line Style and, more importantly, it does not provide the real-time update callbacks required by Octane.
That's why the dedicated Octane Texture Editor was added.
So, in short, it is primarily meant for Octane parameters such as camera texture inputs, rather than for creating a texture that can then be inserted directly into a material in the Shader Editor.