Search found 23 matches

by Sarford
Thu Sep 20, 2018 9:19 pm
Forum: Maxon Cinema 4D
Topic: [SOLVED] Difference between Live view and Picture View.
Replies: 1
Views: 712

Re: Difference between Live view and Picture View.

Ok, this issue is solved. In the render settings I had 'Ignore Unused Materials' switched on. Once I switched it off the renderer funcioned normally.
by Sarford
Thu Sep 20, 2018 6:49 pm
Forum: Maxon Cinema 4D
Topic: [SOLVED] Difference between Live view and Picture View.
Replies: 1
Views: 712

[SOLVED] Difference between Live view and Picture View.

I'm making an underwater scene, which is going fine, but when I want to render I get a difference between the life viewer and the renderer. What can be the problem here?
I'm using path tracing for rendering. I haven't changed any other setting.
RenderProblem.jpg
by Sarford
Mon May 01, 2017 8:13 pm
Forum: Foundry Modo
Topic: Trouble with transparent displacement
Replies: 4
Views: 3025

Re: Trouble with displacement

Hey Paul,

Although the black line does get smaller when I increase the level of detail, it doesn't disappear. No worries, I'll just find another way to get the same result. Thank you for your help!!

Cheers, Simon
by Sarford
Sat Apr 29, 2017 12:34 am
Forum: Foundry Modo
Topic: Trouble with transparent displacement
Replies: 4
Views: 3025

Re: Trouble with displacement

Hey Paul,

Thanks for the quick reply. Sadly, lowering the Ray Epsilon doesn't relay help. When I make it bigger than 1mm the black border does indeed increase, but lowering below the standard 100 um does nothing. I dropped in a standard sphere with a specular material, partly embedded in the floor ...
by Sarford
Fri Apr 28, 2017 5:52 pm
Forum: Foundry Modo
Topic: Trouble with transparent displacement
Replies: 4
Views: 3025

Trouble with transparent displacement

Hi All,

I want to make puddles of water on the floor by duplicating the floor mesh, set it to a water material and displace it with a texture. This works fine except that Octane makes the intersecting edge with the normal floor mesh black. When I use a diffuse material for the water mesh, Octane ...
by Sarford
Wed May 25, 2016 9:57 am
Forum: Foundry Modo
Topic: Ray switch node
Replies: 4
Views: 3501

Re: Ray switch node

Hey Paul,

Thanks for the link, I will dive into the renderlayers system.

Cheers, Simon
by Sarford
Tue May 24, 2016 8:20 am
Forum: Foundry Modo
Topic: Ray switch node
Replies: 4
Views: 3501

Re: Ray switch node

Hey Paul,

That's really cool and very usable, but only works for visability and shadows.
Is there a chance that you'll include the same for reflection and refraction? Don't know how easy that is to implement, but it is really handy for product shots to be able to hide things from reflections or ...
by Sarford
Mon May 23, 2016 8:29 pm
Forum: Foundry Modo
Topic: adding two materials
Replies: 5
Views: 5130

Re: adding two materials

Thanks for the reply Calus, but I want to ADD a material, like mathematically add the specular values to the other material. Haven't been able to find out how to do that.
I did find another way though, just use a specular material for the sharp reflections and use a scattering medium for the ...
by Sarford
Mon May 23, 2016 7:36 pm
Forum: Foundry Modo
Topic: Ray switch node
Replies: 4
Views: 3501

Ray switch node

Is there a ray switch node in Octane?
The reason I ask this is that I want cetrain objects not the be visible in reflections for instance. Is there a way to do that in Octane?
by Sarford
Mon May 23, 2016 7:35 pm
Forum: Foundry Modo
Topic: adding two materials
Replies: 5
Views: 5130

adding two materials

Hey guys,

I'm messing around with Octane 3 and trying to build a material like frosted glass. I get the frosted glass allright, but I want to layer a specular layer on top of that. I see that Octane has a mix node but you can only blend between two materials as far as I can see. What I want to do ...

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