Page 1 of 2

Materials management

Posted: Fri Oct 07, 2011 11:35 am
by niuq.cam
Hello,
I prefer to write in french because the issue is difficult and my English is not very good. It's a google translation.

You noticed qu'Octane does not support that can hide objects and materials prior to import.
The materials are no longer connected and the links intersect at times.
Yet it is very useful to hide certain objects and materials that go with it, just to lighten the scene.

I spend so much time has set a small detail texture with the whole scene which constantly recalculates.
All this is very heavy.

Someone does it a trick? :roll:

Thank you.
Niuqcam
http://niuqcam.blogspot.com/

Re: Materials management

Posted: Fri Oct 07, 2011 12:00 pm
by bepeg4d
Hi niuq,
i usually create a single poly object far away or under the ground plane and i duplicate it for the numbers of materials in the scene and assign one material per poly. in this way there is always all the materials in the scene also if you hide one o more object during the animation ;)
sorry for my bad english too
ciao beppe

Re: Materials management

Posted: Fri Oct 07, 2011 12:06 pm
by niuq.cam
Yeah ! Excellent. :D :D :D
Good tip.
Thx Bepeg4d

Re: Materials management

Posted: Fri Oct 07, 2011 2:33 pm
by gah5118
lol nice, never thought of doing that!

Re: Materials management

Posted: Fri Oct 07, 2011 6:27 pm
by niuq.cam
Hi Bepeg4d,
I noticed that Octane does not support file copies. If in Explorer, I copy the file (*. c4d for me) or the *. ocs,
then Octane can not find anything. So I have (I make animations so I always have several plans) to have exactly the same file names ...
I go out by placing them in other folders, plan 1, plan 2, etc. ...

Is there a solution?
Thank you.
Niuq

Re: Materials management

Posted: Fri Oct 07, 2011 10:16 pm
by bepeg4d
The problem is that you have to change the nane of the mash mode accordingly, so is better to do the duplication in Octane. Export your scene from c4d than in Octane save with a different name and assign the same name to the mash node. Than save and close. Go back in c4d, assign the new ocs file and export again. This time the exporter generate a new obj and mtl with the correct name and you have a perfect copy of the original file to play with ;)
ciao beppe

Re: Materials management

Posted: Sun Oct 09, 2011 5:06 pm
by niuq.cam
Hi Bepeg4d,
What you mean by "Go back in c4d, assign the new ocs file" ?
I have renamed the c4d file, export it again (the 2 files are created) and it seems to be allright. :D
Thank you for the tip.
Niuq.

P.S. I can give you a tip ( you have certainly your proper method)
I never use several folders for the textures and materials because of the amount of space disk and organisation.
I have only one folder (with subfolders) and i put only the files im working on. :mrgreen:

Re: Materials management

Posted: Mon Oct 10, 2011 5:24 am
by bepeg4d
yes, renaming the c4d file as the ocs file is another option but, in my workflow, i have more c4d files than ocs.
thanks for the textures tip but it couldn't works in my case ;)
ciao beppe

Re: Materials management

Posted: Thu Oct 13, 2011 10:22 am
by niuq.cam
Hello Bepeg4d,

Sometimes or very often, the nodes intersect :mrgreen:
I put them in order and i close Octane
Perhaps, i add a new material and... :evil: and everything is a new mixed...
(only the threads, i mean, the nodes are correct)

Have you a tip for this ?

Thank you.
Niuq. Cam.

Re: Materials management

Posted: Thu Oct 13, 2011 12:06 pm
by bepeg4d
In general, this thing happen if you don't connect all the slots of the mash-node to a macro-node o a material-node, the gap creates the crap :D
try to fill all the slots and when you export with a new material, create and connect the new macro-node and save ;)
ciao beppe